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Merge pull request #39 from CarsonKompon/wizards-waltz-new-sprites
New spritesheet for Wizard's Waltz
This commit is contained in:
commit
1a3a0dcec7
20 changed files with 1218 additions and 6 deletions
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||||
m_PreInfinity: 2
|
||||
m_PostInfinity: 2
|
||||
m_RotationOrder: 4
|
||||
attribute: m_LocalPosition.z
|
||||
path: WandFX
|
||||
classID: 4
|
||||
script: {fileID: 0}
|
||||
m_EulerEditorCurves: []
|
||||
m_HasGenericRootTransform: 0
|
||||
m_HasMotionFloatCurves: 0
|
||||
|
|
33
Assets/Scripts/Games/WizardsWaltz/MagicFX.cs
Normal file
33
Assets/Scripts/Games/WizardsWaltz/MagicFX.cs
Normal file
|
@ -0,0 +1,33 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using RhythmHeavenMania.Util;
|
||||
using System;
|
||||
|
||||
namespace RhythmHeavenMania.Games.WizardsWaltz
|
||||
{
|
||||
public class MagicFX : MonoBehaviour
|
||||
{
|
||||
public Animator animator;
|
||||
public SpriteRenderer spriteRenderer;
|
||||
public GameObject shimmer;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
int order = (int)Math.Round((transform.position.z - 2) * 1000);
|
||||
spriteRenderer.sortingOrder = order;
|
||||
shimmer.GetComponent<SpriteRenderer>().sortingOrder = order;
|
||||
animator.Play("Magic", 0, 0);
|
||||
|
||||
Rigidbody2D rb2d = gameObject.AddComponent<Rigidbody2D>();
|
||||
rb2d.gravityScale = 2.5f;
|
||||
}
|
||||
|
||||
public void Kill()
|
||||
{
|
||||
Destroy(shimmer);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/WizardsWaltz/MagicFX.cs.meta
Normal file
11
Assets/Scripts/Games/WizardsWaltz/MagicFX.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b107d57be99ffe34ea2d14c49c15ff80
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -10,6 +10,9 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
|
|||
public Animator animator;
|
||||
public GameObject shadow;
|
||||
|
||||
private float newBeat = 0;
|
||||
private int beats = 0;
|
||||
|
||||
private WizardsWaltz game;
|
||||
private float songPos;
|
||||
|
||||
|
|
|
@ -15,7 +15,10 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
|
|||
public Girl girl;
|
||||
public GameObject plantHolder;
|
||||
public GameObject plantBase;
|
||||
public GameObject fxHolder;
|
||||
public GameObject fxBase;
|
||||
|
||||
private int timer = 0;
|
||||
public float beatInterval = 4f;
|
||||
float intervalStartBeat;
|
||||
bool intervalStarted;
|
||||
|
@ -38,6 +41,26 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
|
|||
}
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (timer % 8 == 0 || UnityEngine.Random.Range(0,8) == 0)
|
||||
{
|
||||
var songPos = Conductor.instance.songPositionInBeats;
|
||||
var am = beatInterval / 2f;
|
||||
var x = Mathf.Sin(Mathf.PI * songPos / am) * 6 + UnityEngine.Random.Range(-0.5f, 0.5f);
|
||||
var y = Mathf.Cos(Mathf.PI * songPos / am) * 2f + UnityEngine.Random.Range(-0.5f, 0.5f); ;
|
||||
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f + UnityEngine.Random.Range(-0.2f, 0.2f); ;
|
||||
|
||||
MagicFX magic = Instantiate(fxBase, fxHolder.transform).GetComponent<MagicFX>();
|
||||
|
||||
magic.transform.position = new Vector3(x, 0.5f + y, scale * 2);
|
||||
magic.transform.localScale = wizard.gameObject.transform.localScale;
|
||||
magic.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
timer++;
|
||||
}
|
||||
|
||||
public void SetIntervalStart(float beat, float interval = 4f)
|
||||
{
|
||||
// Don't do these things if the interval was already started.
|
||||
|
|
Loading…
Reference in a new issue