HeavenStudio/Assets/Scripts/Games/MonkeyWatch/BalloonHandler.cs
Rapandrasmus 1f03646118
Monkey watch (#555)
* basic setup+inputs

this is gonna be so annoying to optimize
i am SO overwhelmed with the options that i have
object pooling, disabling the monkeys, literally just placing them manually... idk.

* custom monkeys + more setup stuff

it's all coming together .

* a few tweaks

committing to update the spritesheet

* hi ev

* player stuff

* player anims

* particles

* more of prefab

* upscale for this sheet

* prefab more

* oops

* anims n stuff

* assign the stuff, a little bit of rotation

* better sheet

* balloon sheet

* particles

* Revert "particles"

This reverts commit fe4d589731.

* Revert "Revert "particles""

This reverts commit ce117b280d.

* fixed the watch outline + pink monkey prefab variant

the bccad really is a life saver

* anims for monkeys

* convert to dictionary

yippee for dictionaries
* better camera
* click animations are all done
* custom monkeys are actually good now :)
* prefab adjustments

* oopps2

* tweaked particles

* inactive monkeys/custom monkeys + prefab fixes

they should work perfectly now, and the prefab should also need no further adjustment
hopefully...

* many animations

* click fixes

* the prefab needed One more adjustment

* oops again

hopefully the shadow is good now

* sheet adjustment

* all yellow anims done

* progress.

starting on the monkeys appear block rn, and then i'll work on the monkey spawning logic. honestly should be pretty easy (and i DON'T think this will be something i look back on as if i was crazy 😄 )

* open / close hole

* monkey spawning working better

* pink monkey anims

* clean slate

* gonna test something

* proper camera

* Camera movements done

* pink monkey sounds and a small bug fix

* clock arrow now moves

* gettin ready to spawn el monkeys

* monkeys should spawn now ig

* bug fixes

* oops

* monkeys appear added

* more fixes yahoo

* shadow tweak

* bug fixes

* zoom out beginnings

* hour more smooth

* smooth minute too

* it now zooms out lol

* middle monkey

* oopsie doopsie

* hot air balloon

* oops

* anim

* disappear fix

* ticks on input now

* prepare earlier

* tiny tweak

* oops again

* fixed the input bug

* holes

* middle monkey anims

* fixed layering

* zoom out tweaks and shadow movement

* camera tweak

* tweaks

* quad

* camera tweak

* quart

* inspcetor

* shadow correct

* Okay

* zoom out seperation

* instant

* balloon movement

* balloon fixed

* fixed particle

* icon

* fixed beataction parameters

* monkey watch camera refactor

run sourcegen

---------

Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-29 03:04:19 +00:00

134 lines
4.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_MonkeyWatch
{
public class BalloonHandler : MonoBehaviour
{
[Header("Components")]
[SerializeField] private Transform anchor;
[SerializeField] private Transform target;
[SerializeField] private Transform balloonTrans;
[SerializeField] private SpriteRenderer[] srs;
[SerializeField] private SpriteRenderer shadow;
[Header("Properties")]
[SerializeField] private float xOffset;
[SerializeField] private float yOffset;
private float shadowOpacity;
private float additionalXOffset;
private float additionalYOffset;
private double movementFirstBeat = -2;
private double movementLastBeat = -1;
private List<Movement> movements = new();
private int movementIndex = 0;
private struct Movement
{
public double beat;
public float length;
public float xStart;
public float xEnd;
public float yStart;
public float yEnd;
public float angleStart;
public float angleEnd;
public Util.EasingFunction.Ease ease;
}
private void Awake()
{
shadowOpacity = shadow.color.a;
}
public void Init(double beat)
{
var allEvents = EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "balloon" });
allEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
if (allEvents.Count > 0)
{
movementFirstBeat = allEvents[0].beat;
movementLastBeat = allEvents[^1].beat + allEvents[^1].length - 0.25;
}
foreach (var e in allEvents)
{
movements.Add(new Movement
{
beat = e.beat,
length = e.length,
xStart = e["xStart"],
xEnd = e["xEnd"],
yStart = e["yStart"],
yEnd = e["yEnd"],
angleStart = e["angleStart"],
angleEnd = e["angleEnd"],
ease = (Util.EasingFunction.Ease)e["ease"]
});
}
Update();
}
private void UpdateIndex()
{
movementIndex++;
if (movementIndex >= movements.Count) return;
if (Conductor.instance.songPositionInBeatsAsDouble > movements[movementIndex].beat + movements[movementIndex].length)
{
UpdateIndex();
}
}
private void Update()
{
var cond = Conductor.instance;
float normalizedFirst = Mathf.Clamp01(cond.GetPositionFromBeat(movementFirstBeat, 0.25f));
float normalizedLast = Mathf.Clamp01(cond.GetPositionFromBeat(movementLastBeat, 0.25f));
if (normalizedFirst >= 1)
{
foreach (var sr in srs)
{
sr.color = new Color(sr.color.r, sr.color.g, sr.color.b, 1 - normalizedLast);
}
shadow.color = new Color(shadow.color.r, shadow.color.g, shadow.color.b, Mathf.Lerp(shadowOpacity, 0, normalizedLast));
}
else
{
foreach (var sr in srs)
{
sr.color = new Color(sr.color.r, sr.color.g, sr.color.b, normalizedFirst);
}
shadow.color = new Color(shadow.color.r, shadow.color.g, shadow.color.b, Mathf.Lerp(0, shadowOpacity, normalizedFirst));
}
if (movements.Count > 0 && movementIndex < movements.Count)
{
if (cond.songPositionInBeatsAsDouble > movements[movementIndex].beat + movements[movementIndex].length)
{
UpdateIndex();
if (movementIndex >= movements.Count) return;
}
var e = movements[movementIndex];
float normalizedBeat = Mathf.Clamp01(cond.GetPositionFromBeat(e.beat, e.length));
var func = Util.EasingFunction.GetEasingFunction(e.ease);
float newX = func(e.xStart, e.xEnd, normalizedBeat);
float newY = func(e.yStart, e.yEnd, normalizedBeat);
float newAngle = func(e.angleStart, e.angleEnd, normalizedBeat);
additionalXOffset = newX;
additionalYOffset = newY;
anchor.localEulerAngles = new Vector3(0, 0, newAngle);
}
balloonTrans.position = new Vector3(target.position.x + xOffset + additionalXOffset, target.position.y + yOffset + additionalYOffset, target.position.z);
}
}
}