HeavenStudioPlus/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs

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2022-01-24 02:15:23 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.SpaceSoccer
{
public class SpaceSoccer : Minigame
{
[Header("Components")]
[SerializeField] private GameObject ballRef;
[SerializeField] private Kicker kicker;
[Header("Properties")]
[SerializeField] private bool ballDispensed;
public static SpaceSoccer instance { get; private set; }
private void Awake()
{
instance = this;
}
private void Update()
{
if (ballDispensed)
{
}
}
public void Dispense(float beat)
{
ballDispensed = true;
GameObject ball = Instantiate(ballRef, this.transform);
Ball ball_ = ball.GetComponent<Ball>();
ball_.dispensedBeat = beat;
ball_.dispensing = true;
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("spaceSoccer/dispenseNoise", beat),
new MultiSound.Sound("spaceSoccer/dispenseTumble1", beat + 0.25f),
new MultiSound.Sound("spaceSoccer/dispenseTumble2", beat + 0.5f),
new MultiSound.Sound("spaceSoccer/dispenseTumble2B", beat + 0.5f),
new MultiSound.Sound("spaceSoccer/dispenseTumble3", beat + 0.75f),
new MultiSound.Sound("spaceSoccer/dispenseTumble4", beat + 1f),
new MultiSound.Sound("spaceSoccer/dispenseTumble5", beat + 1.25f),
new MultiSound.Sound("spaceSoccer/dispenseTumble6", beat + 1.5f),
new MultiSound.Sound("spaceSoccer/dispenseTumble6B", beat + 1.75f),
});
}
public void KeepUp(float beat, float length)
{
kicker.KeepUp(beat, length);
}
public void HighKick(float beat)
{
kicker.HighKick(beat);
}
}
}