HeavenStudioPlus/Assets/Scripts/Games/Spaceball/Spaceball.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.Spaceball
{
public class Spaceball : Minigame
{
public GameObject Ball;
public GameObject BallsHolder;
public GameObject Dispenser;
public GameObject Dust;
public static Spaceball instance { get; set; }
public override void OnGameSwitch()
{
for (int i = 1; i < BallsHolder.transform.childCount; i++)
Destroy(BallsHolder.transform.GetChild(i).gameObject);
GameManager.instance.GameCamera.orthographic = false;
}
private void Awake()
{
instance = this;
}
private void Update()
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{
var allPlayerActions = EventCaller.GetAllPlayerEntities("spaceball");
int currentPlayerEvent = GameManager.instance.currentPlayerEvent - EventCaller.GetAllPlayerEntitiesExceptBeforeBeat("spaceball", Conductor.instance.songPositionInBeats).Count;
if (currentPlayerEvent < allPlayerActions.Count)
{
if (Conductor.instance.songPositionInBeats > allPlayerActions[currentPlayerEvent].beat - 1)
{
Dispenser.GetComponent<Animator>().Play("DispenserPrepare", 0, 0);
}
}
}
public void Shoot(float beat, string type)
{
GameObject ball = Instantiate(Ball);
ball.transform.parent = Ball.transform.parent;
ball.SetActive(true);
ball.GetComponent<SpaceballBall>().startBeat = beat;
if (type == "high")
{
ball.GetComponent<SpaceballBall>().high = true;
Jukebox.PlayOneShotGame("spaceball/longShoot");
}
else
{
Jukebox.PlayOneShotGame("spaceball/shoot");
}
Dispenser.GetComponent<Animator>().Play("DispenserShoot", 0, 0);
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}
}
}