1f03646118
* 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 commitfe4d589731
. * Revert "Revert "particles"" This reverts commitce117b280d
. * 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>
114 lines
3.7 KiB
C#
114 lines
3.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_MonkeyWatch
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{
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public class WatchMonkey : MonoBehaviour
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{
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private Animator anim;
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private Animator holeAnim;
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[Header("Properties")]
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[SerializeField] private bool isPink;
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private MonkeyWatch game;
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private int direction = 0;
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public double monkeyBeat;
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private double disappearBeat = 0;
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private bool disappear = false;
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private PlayerActionEvent inputEvent;
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private void Awake()
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{
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game = MonkeyWatch.instance;
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anim = GetComponent<Animator>();
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}
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private void Update()
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{
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if (disappear)
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{
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(disappearBeat, 0.5f);
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anim.DoNormalizedAnimation(isPink ? "PinkAppear" : "Appear", 1 - normalizedBeat);
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float normalizedBeatClose = Conductor.instance.GetPositionFromBeat(disappearBeat + 0.25f, 0.25f);
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holeAnim.DoNormalizedAnimation("HoleClose", Mathf.Clamp01(normalizedBeatClose));
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if (normalizedBeat > 1f)
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{
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Destroy(gameObject);
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}
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}
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}
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public void Appear(double beat, bool instant, Animator hole, int dir)
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{
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monkeyBeat = beat;
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direction = dir;
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holeAnim = hole;
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holeAnim.DoScaledAnimationAsync("HoleOpen", 0.4f, instant ? 1 : 0);
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anim.DoScaledAnimationAsync(isPink ? "PinkAppear" : "Appear", 0.4f, instant ? 1 : 0);
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}
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public void Disappear(double beat)
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{
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disappear = true;
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disappearBeat = beat;
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Update();
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}
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public void Prepare(double prepareBeat, double inputBeat)
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{
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anim.DoScaledAnimationAsync(isPink ? "PinkPrepare" + direction : "Prepare" + direction, 0);
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inputEvent = game.ScheduleInput(prepareBeat, inputBeat - prepareBeat, MonkeyWatch.InputAction_BasicPress, Just, Miss, Empty);
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(prepareBeat - 0.25, delegate
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{
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if (inputEvent != null && inputEvent.enabled) anim.DoScaledAnimationAsync(isPink ? "PinkPrepare" + direction : "Prepare" + direction, 0.4f);
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})
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});
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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bool barely = state >= 1f || state <= -1f;
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if (barely)
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{
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SoundByte.PlayOneShot("nearMiss");
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}
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else
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{
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SoundByte.PlayOneShotGame(isPink ? "monkeyWatch/clapOffbeat" : $"monkeyWatch/clapOnbeat{UnityEngine.Random.Range(1, 6)}");
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}
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game.monkeyClockArrow.Move();
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game.PlayerMonkeyClap(isPink, barely);
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anim.DoScaledAnimationAsync(isPink ? "PinkClap" + direction : "Clap" + direction, 0.4f);
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(caller.timer + caller.startBeat + 1, delegate
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{
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string whichAnim = barely ? "Barely" : "Just";
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anim.DoScaledAnimationAsync(isPink ? "Pink" + whichAnim : whichAnim, 0.4f);
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})
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});
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}
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private void Miss(PlayerActionEvent caller)
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{
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anim.DoScaledAnimationAsync(isPink ? "PinkMiss" : "Miss", 0.4f);
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game.monkeyClockArrow.Move();
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}
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private void Empty(PlayerActionEvent caller)
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{
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}
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}
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}
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