HeavenStudioPlus/Assets/Scripts/Games/TrickClass/TrickClass.cs

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using DG.Tweening;
using NaughtyBezierCurves;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games
{
/**
mob_Trick
**/
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using Scripts_TrickClass;
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public class TrickClass : MonoBehaviour
{
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public enum TrickObjType {
Plane,
Shock,
Ball,
Chair,
Phone
}
[Header("References")]
public GameObject ballPrefab;
public GameObject planePrefab;
public GameObject shockPrefab;
public Transform objHolder;
[Header("Curves")]
public BezierCurve3D ballTossCurve;
public BezierCurve3D ballMissCurve;
public BezierCurve3D planeTossCurve;
public BezierCurve3D planeMissCurve;
public BezierCurve3D shockTossCurve;
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public static TrickClass instance;
private void Awake()
{
instance = this;
}
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public void TossObject(float beat, int type)
{
switch (type)
{
case (int) TrickObjType.Plane:
Jukebox.PlayOneShotGame("trickClass/girl_toss_plane");
break;
default:
Jukebox.PlayOneShotGame("trickClass/girl_toss_ball");
break;
}
SpawnObject(beat, type);
}
public void SpawnObject(float beat, int type)
{
GameObject objectToSpawn;
BezierCurve3D curve;
bool isPlane = false;
switch (type)
{
case (int) TrickObjType.Plane:
objectToSpawn = planePrefab;
curve = planeTossCurve;
isPlane = true;
break;
default:
objectToSpawn = ballPrefab;
curve = ballTossCurve;
break;
}
var mobj = GameObject.Instantiate(objectToSpawn, objHolder);
var thinker = mobj.GetComponent<MobTrickObj>();
thinker.startBeat = beat;
thinker.flyType = isPlane;
thinker.curve = curve;
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mobj.SetActive(true);
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}
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}
}