HeavenStudioPlus/Assets/Scripts/Games/Fireworks/Rocket.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_Fireworks
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{
public class Rocket : MonoBehaviour
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{
[SerializeField] ParticleSystem particleBarelyEffect;
[SerializeField] private List<ParticleSystem> particleEffects = new List<ParticleSystem>();
[SerializeField] ParticleSystem selectedParticleEffect;
[SerializeField] Animator anim;
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public bool isSparkler;
private Fireworks game;
public double startBeat;
public bool applause;
private bool exploded;
private float startY;
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public float offSet;
[SerializeField] List<ParticleSystem> mixedCircularPS = new List<ParticleSystem>();
[SerializeField] Sprite GreenOne;
[SerializeField] Sprite GreenTwo;
[SerializeField] Sprite BlueOne;
[SerializeField] Sprite BlueTwo;
[SerializeField] Sprite RedOne;
[SerializeField] Sprite RedTwo;
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void Awake()
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{
game = Fireworks.instance;
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List<string> colors = new List<string>()
{
"Green",
"Red",
"Blue"
};
for (int i = 0; i < mixedCircularPS.Count; i++)
{
var ts = mixedCircularPS[i].textureSheetAnimation;
var pickedColor = colors[UnityEngine.Random.Range(0, colors.Count)];
switch (pickedColor)
{
case "Green":
ts.AddSprite(GreenOne);
ts.AddSprite(GreenTwo);
break;
case "Red":
ts.AddSprite(RedOne);
ts.AddSprite(RedTwo);
break;
case "Blue":
ts.AddSprite(BlueOne);
ts.AddSprite(BlueTwo);
break;
default:
ts.AddSprite(GreenOne);
ts.AddSprite(GreenTwo);
break;
}
colors.Remove(pickedColor);
}
}
public void Init(double beat, int explosionToChoose)
{
startBeat = beat;
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startY = transform.position.y - offSet;
game.ScheduleInput(beat, isSparkler ? 1f : 3f, InputType.STANDARD_DOWN, Just, Out, Out);
anim.DoScaledAnimationAsync(isSparkler ? "Sparkler" : "Rocket", isSparkler ? 1f : 0.5f);
selectedParticleEffect = particleEffects[explosionToChoose];
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}
void Update()
{
var cond = Conductor.instance;
float normalizedBeat = cond.GetPositionFromBeat(startBeat, isSparkler ? 1f : 3f);
if (!exploded && cond.isPlaying && !cond.isPaused)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.Linear);
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float newPosY = func(startY, 7f - offSet, normalizedBeat * (isSparkler ? 0.5f : 0.4f));
transform.position = new Vector3(transform.position.x, newPosY, transform.position.z);
}
if (normalizedBeat > 3f && !selectedParticleEffect.isPlaying) Destroy(gameObject);
}
void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShotGame("fireworks/miss");
particleBarelyEffect.Play();
anim.gameObject.SetActive(false);
return;
}
Success(caller);
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}
void Success(PlayerActionEvent caller)
{
SoundByte.PlayOneShotGame("fireworks/explode_5");
selectedParticleEffect.Play();
anim.gameObject.SetActive(false);
if (applause) SoundByte.PlayOneShot("applause", caller.timer + caller.startBeat + 1f);
}
void Out(PlayerActionEvent caller) { }
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}
}