HeavenStudioPlus/Assets/Scripts/Games/AirRally/Shuttlecock.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_AirRally
{
public class Shuttlecock : MonoBehaviour
{
[SerializeField] Transform PlayerTarget;
[SerializeField] Transform OtherTarget;
[SerializeField] float TargetHeight;
[SerializeField] float TargetHeightLong;
public float startBeat;
public float flyBeats;
public bool flyType;
bool miss = false;
public float flyPos;
public bool isReturning;
AirRally game;
private void Awake()
{
game = AirRally.instance;
}
void Start()
{
}
// Update is called once per frame
void Update()
{
var cond = Conductor.instance;
Vector3 lastPos = transform.position;
if (!GetComponent<Rigidbody2D>().simulated)
{
float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
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Vector3 startPos = isReturning ? PlayerTarget.position : OtherTarget.position;
Vector3 endPos = isReturning ? OtherTarget.position : PlayerTarget.position;
transform.position = Vector3.LerpUnclamped(startPos, endPos, flyPos);
float yMul = flyPos * 2f - 1f;
float yWeight = -(yMul*yMul) + 1f;
transform.position += Vector3.up * yWeight * (flyType ? TargetHeightLong : TargetHeight);
}
Vector3 direction = (transform.position - lastPos).normalized;
float rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
this.transform.eulerAngles = new Vector3(0, 0, rotation - 90f);
if (miss && flyPos > 2f)
{
if (cond.GetPositionFromBeat(startBeat, flyBeats + 1f) >= 1f)
{
GameObject.Destroy(gameObject);
return;
}
}
}
public void DoNearMiss()
{
miss = true;
Jukebox.PlayOneShot("miss");
Rigidbody2D rb = GetComponent<Rigidbody2D>();
rb.simulated = true;
rb.WakeUp();
rb.velocity = Vector3.zero;
rb.gravityScale = 10f;
rb.AddForce(Vector2.up * 10, ForceMode2D.Impulse);
rb.AddForce(Vector2.right * -10, ForceMode2D.Impulse);
}
public void DoThrough()
{
miss = true;
}
}
}