mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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64 lines
2.4 KiB
C#
64 lines
2.4 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_LumBEARjack
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{
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public class LBJObjectRotate : MonoBehaviour
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{
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[Header("Parameters")]
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[SerializeField] private float _rotationLeft = 22f;
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[SerializeField] private float _rotationRight = -22f;
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[SerializeField] private EasingFunction.Ease _ease = EasingFunction.Ease.EaseInOutQuad;
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[Header("References")]
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[SerializeField] private Transform _pivotLeft;
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[SerializeField] private Transform _pivotRight;
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[SerializeField] private Transform _pivotSingle;
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[SerializeField] private Transform[] _objectsToMove;
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public void Move(double beat, double length, bool right)
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{
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float normalized = Conductor.instance.GetPositionFromBeat(beat - length, length * 2, false);
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if (!right) normalized = 1 - normalized;
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var func = EasingFunction.GetEasingFunction(_ease);
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if (normalized <= 0.5f)
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{
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foreach (var o in _objectsToMove)
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{
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if (o.parent != _pivotRight) o.SetParent(_pivotRight, true);
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}
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float newRotation = Mathf.Min(func(_rotationRight, -_rotationRight, normalized), 0);
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_pivotRight.localEulerAngles = new Vector3(0, 0, newRotation);
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}
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else
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{
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foreach (var o in _objectsToMove)
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{
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if (o.parent != _pivotLeft) o.SetParent(_pivotLeft, true);
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}
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float newRotation = Mathf.Max(func(-_rotationLeft, _rotationLeft, normalized), 0);
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_pivotLeft.localEulerAngles = new Vector3(0, 0, newRotation);
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}
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}
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public void SingleMove(double beat, double length, bool right)
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{
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float normalized = Conductor.instance.GetPositionFromBeat(beat - length, length * 2, false);
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if (!right) normalized = 1 - normalized;
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var func = EasingFunction.GetEasingFunction(_ease);
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foreach (var o in _objectsToMove)
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{
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if (o.parent != _pivotSingle) o.SetParent(_pivotSingle, true);
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}
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float newRotation = func(_rotationRight, _rotationLeft, normalized);
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_pivotSingle.localEulerAngles = new Vector3(0, 0, newRotation);
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}
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}
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}
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