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Munchy Monk Finalized (#432)
* stache stuff (still needs more work but yeah) * new icon (TEMPORARY ICON!!!) * some placeholder animations * more two two jank fixed, almost there * superscroll + fixing early misses * made a few temporary changes to superscroll.cs, i will be modifying it further for ease of use but for now it isn't permanent * made real progress on stopping repeat inputs -game is basically broken for the time being, but i wanna push this so nothing theoretically breaks. ill fix it all tomorrow when im less tired * it's been a while since i've committed my changes * modifiers work again (idk if i broke that in this commit or it was already broken) * stacking logic is here!!! it always uses the latest objects' hit/miss/early function so it should be perfect. i might be able to improve on efficiency tho -FollowHand animation is broken again unfortunately :( * dumplings can now be individually colored, and are assigned their colors in Start(). the smear's colors are defined on Hit() (HitFunction() to be specific) , so that even when there are multiple stacked dumplings, they'll all be accurate. maybe some other stuff but i cannot remember * clean-up + integral fixes onto Monk Move and SingleSuperScroll i think ill add some more comments too * fixed some missing/early stuff + a check for whether you can hit or not * fixed FollowHand animation and the squishing/dumpling on top * cleaned up a ton of unused variables + checks + anims * added unused sound sequences -ig if somebody knows how to use them they can implement them but idk how to and it's not worth figuring out rn * more work on superscroll; there seems to be too many changes to the structure of the script to keep the single scrolling in with the tile scrolling, will combine if necessary tho * fanClub/arisa_dab * monk move!! still working on singlesuperscroll 😭 but i got the monk moving!! * a few optimizations + starting on new singlesuperscroll * ok ScrollObject is usable now oh my GOD i need to optimize how it looks and functions but rn it works like it will when it's done (theoretically) ev do ur work * a few things + new icon!! * scroll speeds are good now * finished except for the stache bop 😭 😭 😭 😭 😭 why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
This commit is contained in:
@ -9,70 +9,72 @@ namespace HeavenStudio.Games.Scripts_MunchyMonk
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{
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public class Dumpling : MonoBehaviour
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{
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public Animator otherAnim;
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public Color dumplingColor;
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public float startBeat;
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public float type;
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const string sfxName = "munchyMonk/";
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private bool canDestroy;
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public bool canDestroy;
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[Header("References")]
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[SerializeField] Animator smearAnim;
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[SerializeField] Animator anim;
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[SerializeField] SpriteRenderer smearSr;
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public SpriteRenderer sr;
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private MunchyMonk game;
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private void Awake()
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{
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game = MunchyMonk.instance;
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game.firstTwoMissed = false;
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sr = GetComponent<SpriteRenderer>();
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}
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private void Start()
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{
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if (type == 1f || type == 3f) {
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game.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN, Hit, Miss, Early);
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} else if (type >= 3.5f) {
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game.ScheduleInput(startBeat, 0.75f, InputType.STANDARD_DOWN, Hit, Miss, Early);
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} else {
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game.ScheduleInput(startBeat, type == 2f ? 1.5f : 2f, InputType.STANDARD_DOWN, Hit, Miss, Early);
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sr.color = dumplingColor;
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if (game.dumplings.Count > 1) {
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anim.Play("IdleOnTop", 0, 0);
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game.dumplings[0].anim.DoScaledAnimationAsync("Squish", 0.5f);
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}
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}
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private void Update()
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{
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if ((!Conductor.instance.isPlaying && !Conductor.instance.isPaused) || GameManager.instance.currentGame != "munchyMonk") {
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GameObject.Destroy(gameObject);
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}
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if (canDestroy && anim.IsAnimationNotPlaying()) GameObject.Destroy(gameObject);
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}
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private void Hit(PlayerActionEvent caller, float state)
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public void HitFunction(float state)
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{
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if (!canDestroy) {
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game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
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Jukebox.PlayOneShotGame(sfxName+"slap");
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game.isStaring = false;
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if (state >= 1f || state <= -1f)
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smearSr.color = dumplingColor;
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game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
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Jukebox.PlayOneShotGame(sfxName+"slap");
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game.isStaring = false;
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if (state >= 1f || state <= -1f)
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{
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game.MonkAnim.DoScaledAnimationAsync("Barely", 0.5f);
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anim.DoScaledAnimationAsync("HitHead", 0.5f);
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Jukebox.PlayOneShotGame(sfxName+"barely");
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canDestroy = true;
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game.needBlush = false;
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} else {
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game.MonkAnim.DoScaledAnimationAsync("Eat", 0.4f);
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game.dumplings[0].anim.DoScaledAnimationAsync("FollowHand", 0.5f);
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smearAnim.Play("SmearAppear", 0, 0);
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game.needBlush = true;
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Jukebox.PlayOneShotGame(sfxName+"gulp");
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MunchyMonk.howManyGulps++;
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for (int i = 1; i <= 4; i++)
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{
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game.MonkAnim.DoScaledAnimationAsync("Barely", 0.5f);
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anim.DoScaledAnimationAsync("HitHead", 0.5f);
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Jukebox.PlayOneShotGame(sfxName+"barely");
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canDestroy = true;
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} else {
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game.MonkAnim.DoScaledAnimationAsync("Eat", 0.4f);
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if (type == 2) otherAnim.DoScaledAnimationAsync("FollowHand", 0.5f);
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smearAnim.Play("SmearAppear", 0, 0);
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game.needBlush = true;
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Jukebox.PlayOneShotGame(sfxName+"gulp");
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if (game.forceGrow) game.growLevel += 1;
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GameObject.Destroy(gameObject);
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if (MunchyMonk.howManyGulps == MunchyMonk.inputsTilGrow*i) {
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MunchyMonk.growLevel = i;
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}
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}
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GameObject.Destroy(gameObject);
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}
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}
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private void Miss(PlayerActionEvent caller)
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public void MissFunction()
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{
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if (!canDestroy) {
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anim.DoScaledAnimationAsync("FallOff", 0.5f);
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@ -80,21 +82,18 @@ namespace HeavenStudio.Games.Scripts_MunchyMonk
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}
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}
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private void Early(PlayerActionEvent caller)
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{
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if (!(type == 2.5f) || game.firstTwoMissed) {
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game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
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game.MonkAnim.DoScaledAnimationAsync("Miss", 0.5f);
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smearAnim.Play("SmearAppear", 0, 0);
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anim.DoScaledAnimationAsync("HitHead", 0.5f);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound(sfxName+"slap", game.lastReportedBeat),
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new MultiSound.Sound(sfxName+"miss", game.lastReportedBeat),
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});
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canDestroy = true;
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game.needBlush = false;
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game.firstTwoMissed = true;
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}
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public void EarlyFunction()
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{
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game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
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game.MonkAnim.DoScaledAnimationAsync("Miss", 0.5f);
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smearAnim.Play("SmearAppear", 0, 0);
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anim.DoScaledAnimationAsync("HitHead", 0.5f);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound(sfxName+"slap", Conductor.instance.songPositionInBeats),
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new MultiSound.Sound(sfxName+"miss", Conductor.instance.songPositionInBeats),
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});
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canDestroy = true;
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game.needBlush = false;
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}
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}
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}
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