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