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

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using HeavenStudio.Util;
using DG.Tweening;
using NaughtyBezierCurves;
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namespace HeavenStudio.Games.Scripts_Spaceball
{
public class SpaceballBall : PlayerActionObject
{
#region Public
public float startBeat;
public bool high;
public Transform Holder;
public SpriteRenderer Sprite;
#endregion
#region Private
private Minigame.Eligible e = new Minigame.Eligible();
[SerializeField] private BezierCurve3D pitchLowCurve;
[SerializeField] private BezierCurve3D pitchHighCurve;
private bool hit;
private float hitBeat;
private Vector3 hitPos;
private float hitRot;
private float randomEndPosX;
private float startRot;
#endregion
#region MonoBehaviour
private void Awake()
{
e.gameObject = this.gameObject;
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startRot = Random.Range(0, 360);
isEligible = true;
}
private void Start()
{
Spaceball.instance.ScheduleInput(startBeat, high ? 2f : 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
}
private void Update()
{
if (hit)
{
float nba = Conductor.instance.GetPositionFromBeat(hitBeat, 14);
Holder.localPosition = Vector3.Lerp(hitPos, new Vector3(randomEndPosX, 0f, -600f), nba);
Holder.eulerAngles = Vector3.Lerp(new Vector3(0, 0, hitRot), new Vector3(0, 0, -2260), nba);
}
else
{
var beatLength = (high) ? 2f : 1f;
var normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(
startBeat,
beatLength + 0.15f
);
var animCurve = (high) ? pitchHighCurve : pitchLowCurve;
Holder.position = animCurve.GetPoint(normalizedBeatAnim);
Sprite.transform.localEulerAngles = new Vector3(0, 0, Mathf.Lerp(startRot, startRot - 210, normalizedBeatAnim));
}
}
#endregion
#region PlayerActionObject
private void Hit()
{
hit = true;
hitBeat = Conductor.instance.songPositionInBeats;
hitPos = Holder.localPosition;
hitRot = Holder.eulerAngles.z;
Jukebox.PlayOneShotGame("spaceball/hit");
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// jank fix for a bug with autoplay - freeform
if (GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput)
{
Jukebox.PlayOneShotGame("spaceball/swing");
}
randomEndPosX = Random.Range(40f, 55f);
SpaceballPlayer.instance.Swing(this);
}
private void NearMiss()
{
Holder.GetChild(0).gameObject.AddComponent<Rotate>().rotateSpeed = -325;
enabled = false;
// Rigidbody physics, in MY rhythm game??!!!
Rigidbody2D rb = gameObject.AddComponent<Rigidbody2D>();
rb.interpolation = RigidbodyInterpolation2D.Interpolate;
rb.bodyType = RigidbodyType2D.Dynamic;
rb.AddForce(transform.up * 1100);
rb.AddForce(transform.right * 400);
rb.gravityScale = 9;
Jukebox.PlayOneShot("miss");
Destroy(gameObject, 5f);
Spaceball.instance.ScoreMiss();
}
private void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
NearMiss();
return;
}
Hit();
}
private void Miss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame("spaceball/fall");
Instantiate(Spaceball.instance.Dust, Spaceball.instance.Dust.transform.parent).SetActive(true);
Destroy(this.gameObject);
Spaceball.instance.ScoreMiss();
}
private void Out(PlayerActionEvent caller) { }
#endregion
}
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}