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

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.Spaceball
{
public class SpaceballBall : MonoBehaviour
{
public float startBeat;
private Animator anim;
private int lastState;
private bool inList = false;
public bool high;
private Minigame.Eligible e = new Minigame.Eligible();
public GameObject Holder;
public SpriteRenderer Sprite;
private void Start()
{
anim = GetComponent<Animator>();
e.gameObject = this.gameObject;
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float rot = Random.Range(0, 360);
Sprite.gameObject.transform.eulerAngles = new Vector3(0, 0, rot);
}
private void Update()
{
float beatLength = 1f;
if (high) beatLength = 2f;
float normalizedBeatAnim = Conductor.instance.GetLoopPositionFromBeat(startBeat, beatLength + 0.15f);
// print(normalizedBeatAnim + " " + Time.frameCount);
if (high)
{
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anim.Play("BallHigh", 0, normalizedBeatAnim);
}
else
{
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anim.Play("BallLow", 0, normalizedBeatAnim);
}
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anim.speed = 0;
float normalizedBeat = Conductor.instance.GetLoopPositionFromBeat(startBeat, beatLength);
if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && lastState == 0)
{
MakeEligible(true, false, false);
lastState++;
}
// Perfect State
else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && lastState == 1)
{
MakeEligible(false, true, false);
lastState++;
}
// Late State
else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime() && lastState == 2)
{
MakeEligible(false, false, true);
lastState++;
}
else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime())
{
MakeInEligible();
}
// too lazy to make a proper fix for this
float endTime = 1.2f;
if (high) endTime = 1.1f;
if (normalizedBeat > endTime)
{
Jukebox.PlayOneShotGame("spaceball/fall");
Instantiate(Spaceball.instance.Dust, Spaceball.instance.Dust.transform.parent).SetActive(true);
Destroy(this.gameObject);
}
}
public void MakeEligible(bool early, bool perfect, bool late)
{
// print($"{early}, {perfect}, {late}");
if (!inList)
{
e.early = early;
e.perfect = perfect;
e.late = late;
SpaceballPlayer.instance.EligibleHits.Add(e);
inList = true;
}
else
{
Minigame.Eligible es = SpaceballPlayer.instance.EligibleHits[SpaceballPlayer.instance.EligibleHits.IndexOf(e)];
es.early = early;
es.perfect = perfect;
es.late = late;
}
}
public void MakeInEligible()
{
if (!inList) return;
SpaceballPlayer.instance.EligibleHits.Remove(e);
inList = false;
}
}
}