HeavenStudioPlus/Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
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using UnityEngine;
using System;
using Starpelly;
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using RhythmHeavenMania.Util;
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namespace RhythmHeavenMania.Games.WizardsWaltz
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{
public class WizardsWaltz : Minigame
{
[Header("References")]
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public Wizard wizard;
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public Girl girl;
public GameObject plantHolder;
public GameObject plantBase;
public GameObject fxHolder;
public GameObject fxBase;
private int timer = 0;
public float beatInterval = 4f;
float intervalStartBeat;
bool intervalStarted;
public float wizardBeatOffset = 0f;
[NonSerialized] public int plantsLeft = 0;
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public static WizardsWaltz instance;
private void Awake()
{
instance = this;
}
private void Start()
{
List<float> starts = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "wizardsWaltz/start interval").Select(c => c.beat).ToList();
var nextInterval = starts.IndexOf(Mathp.GetClosestInList(starts, Conductor.instance.songPositionInBeats));
wizardBeatOffset = starts[nextInterval];
Debug.Log(wizardBeatOffset);
}
private void Update()
{
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted)
{
intervalStarted = false;
}
}
private void FixedUpdate()
{
if (timer % 8 == 0 || UnityEngine.Random.Range(0,8) == 0)
{
var songPos = Conductor.instance.songPositionInBeats - wizardBeatOffset;
var am = beatInterval / 2f;
var x = Mathf.Sin(Mathf.PI * songPos / am) * 6 + UnityEngine.Random.Range(-0.5f, 0.5f);
var y = Mathf.Cos(Mathf.PI * songPos / am) * 0.5f + UnityEngine.Random.Range(-0.5f, 0.5f);
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f + UnityEngine.Random.Range(-0.2f, 0.2f); ;
MagicFX magic = Instantiate(fxBase, fxHolder.transform).GetComponent<MagicFX>();
magic.transform.position = new Vector3(x, 2f + y, 0);
magic.transform.localScale = wizard.gameObject.transform.localScale;
magic.gameObject.SetActive(true);
}
timer++;
}
public void SetIntervalStart(float beat, float interval = 4f)
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{
// Don't do these things if the interval was already started.
if (!intervalStarted)
{
plantsLeft = 0;
intervalStarted = true;
}
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wizardBeatOffset = beat;
intervalStartBeat = beat;
beatInterval = interval;
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}
public void SpawnFlower(float beat)
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{
// If interval hasn't started, assume this is the first hair of the interval.
if (!intervalStarted)
SetIntervalStart(beat, beatInterval);
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Jukebox.PlayOneShotGame("wizardsWaltz/plant", beat);
Plant plant = Instantiate(plantBase, plantHolder.transform).GetComponent<Plant>();
var songPos = Conductor.instance.songPositionInBeats - wizardBeatOffset;
var am = (beatInterval / 2f);
var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
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var y = -3f + Mathf.Cos(Mathf.PI * songPos / am) * 1.5f;
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var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
var xscale = scale;
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if (y > -3.5f) xscale *= -1;
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plant.transform.localPosition = new Vector3(x, y, 0);
plant.transform.localScale = new Vector3(xscale, scale, 1);
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plant.order = (int)Math.Round((scale - 1) * 1000);
plant.gameObject.SetActive(true);
plant.createBeat = beat;
plantsLeft++;
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}
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}
}