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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 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>
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Assets/Scripts/Games/MonkeyWatch/WatchMonkeyHandler.cs
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90
Assets/Scripts/Games/MonkeyWatch/WatchMonkeyHandler.cs
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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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using UnityEngine.Rendering;
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namespace HeavenStudio.Games.Scripts_MonkeyWatch
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{
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public class WatchMonkeyHandler : MonoBehaviour
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{
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[Header("Components")]
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[SerializeField] private WatchMonkey yellowMonkeyRef;
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[SerializeField] private WatchMonkey pinkMonkeyRef;
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[Header("Properties")]
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[SerializeField] private int maxMonkeys = 30;
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private MonkeyWatch game;
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private int startMinute = 0;
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private int watchHoleIndex = 0;
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private List<Transform> watchHoles = new();
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private List<WatchMonkey> currentMonkeys = new();
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private void Awake()
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{
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game = MonkeyWatch.instance;
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for (int i = 0; i < 60; i++)
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{
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watchHoles.Add(transform.GetChild(i));
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}
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}
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public void Init(int minute)
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{
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startMinute = minute;
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watchHoleIndex = startMinute;
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}
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private Transform GetNextAvailableWatchHole()
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{
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int currentIndex = watchHoleIndex;
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watchHoleIndex++;
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if (watchHoleIndex >= watchHoles.Count)
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{
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watchHoleIndex = 0;
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}
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return watchHoles[currentIndex];
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}
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public void SpawnMonkey(double beat, bool isPink, bool instant)
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{
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if (GetMonkeyAtBeat(beat) != null) return;
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int index = watchHoleIndex;
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var hole = GetNextAvailableWatchHole();
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WatchMonkey spawnedMonkey = Instantiate(isPink ? pinkMonkeyRef : yellowMonkeyRef, hole);
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spawnedMonkey.Appear(beat, instant, hole.GetComponent<Animator>(), GetMonkeyAngle(index));
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spawnedMonkey.transform.eulerAngles = Vector3.zero;
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var sortingGroup = spawnedMonkey.GetComponent<SortingGroup>();
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if (index <= 30) sortingGroup.sortingOrder = 50 + watchHoleIndex;
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else sortingGroup.sortingOrder = 50 + watchHoleIndex - (watchHoleIndex - 29);
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currentMonkeys.Add(spawnedMonkey);
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if (currentMonkeys.Count > maxMonkeys)
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{
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currentMonkeys[0].Disappear(Conductor.instance.songPositionInBeats);
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currentMonkeys.Remove(currentMonkeys[0]);
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}
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}
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public WatchMonkey GetMonkeyAtBeat(double beat)
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{
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return currentMonkeys.Find(x => x.monkeyBeat == beat);
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}
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private int GetMonkeyAngle(int monkey)
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{
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return monkey switch
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{
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>= 4 and <= 12 => 2,
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>= 12 and <= 19 => 3,
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>= 19 and <= 27 => 4,
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>= 27 and <= 34 => 5,
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>= 34 and <= 42 => 6,
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>= 42 and <= 49 => 7,
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>= 49 and <= 56 => 8,
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_ => 1,
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};
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}
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}
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}
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