2022-04-10 21:37:37 +00:00
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using System.Collections;
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using System.Collections.Generic;
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using System;
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using UnityEngine;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_TrickClass
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{
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public class MobTrickObj : PlayerActionObject
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{
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public bool flyType;
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public float startBeat;
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bool flying = true;
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float flyBeats;
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[NonSerialized] public BezierCurve3D curve;
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private TrickClass game;
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private void Awake()
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{
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game = TrickClass.instance;
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2022-04-10 22:29:31 +00:00
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flyBeats = flyType ? 4f : 2f;
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var cond = Conductor.instance;
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float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
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transform.position = curve.GetPoint(flyPos);
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2022-04-10 21:37:37 +00:00
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}
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// Update is called once per frame
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void Update()
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{
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2022-04-10 22:29:31 +00:00
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if (flying)
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{
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var cond = Conductor.instance;
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float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
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2022-04-10 23:15:59 +00:00
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Vector3 lastPos = transform.position;
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Vector3 nextPos = curve.GetPoint(flyPos);
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if (flyType)
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{
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Vector3 direction = (nextPos - lastPos).normalized;
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float rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
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this.transform.eulerAngles = new Vector3(0, 0, rotation);
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}
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else
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{
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (360f * Time.deltaTime));
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}
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transform.position = nextPos;
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2022-04-10 22:29:31 +00:00
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if (flyPos > 1f)
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{
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GameObject.Destroy(gameObject);
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return;
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}
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}
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2022-04-10 21:37:37 +00:00
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}
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}
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}
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