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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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Wizard's Waltz height fix + position based on start interval
Based on megaminerjenny's suggestions :)
This commit is contained in:
parent
a5164ddcbe
commit
2eda6c0d45
2 changed files with 19 additions and 8 deletions
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@ -23,14 +23,14 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
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void Update()
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void Update()
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{
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{
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songPos = Conductor.instance.songPositionInBeats;
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songPos = Conductor.instance.songPositionInBeats - game.wizardBeatOffset;
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var am = game.beatInterval / 2f;
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var am = game.beatInterval / 2f;
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var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
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var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
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var y = Mathf.Cos(Mathf.PI * songPos / am) * 1.5f;
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var y = Mathf.Cos(Mathf.PI * songPos / am);
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var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
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var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
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transform.position = new Vector3(x, 1.5f + y, 0);
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transform.position = new Vector3(x, 3f - y * 0.5f, 0);
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shadow.transform.position = new Vector3(x, -3f + y, 0);
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shadow.transform.position = new Vector3(x, -3f + y * 1.5f, 0);
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var xscale = scale;
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var xscale = scale;
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if (y > 0) xscale *= -1;
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if (y > 0) xscale *= -1;
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@ -1,5 +1,6 @@
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine;
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using System;
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using System;
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using Starpelly;
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using Starpelly;
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@ -33,6 +34,15 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
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instance = this;
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instance = this;
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}
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}
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private void Start()
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{
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List<float> starts = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "wizardsWaltz/start interval").Select(c => c.beat).ToList();
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var nextInterval = starts.IndexOf(Mathp.GetClosestInList(starts, Conductor.instance.songPositionInBeats));
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wizardBeatOffset = starts[nextInterval];
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Debug.Log(wizardBeatOffset);
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}
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private void Update()
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private void Update()
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{
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{
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if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted)
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if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted)
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@ -45,15 +55,15 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
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{
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{
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if (timer % 8 == 0 || UnityEngine.Random.Range(0,8) == 0)
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if (timer % 8 == 0 || UnityEngine.Random.Range(0,8) == 0)
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{
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{
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var songPos = Conductor.instance.songPositionInBeats;
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var songPos = Conductor.instance.songPositionInBeats - wizardBeatOffset;
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var am = beatInterval / 2f;
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var am = beatInterval / 2f;
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var x = Mathf.Sin(Mathf.PI * songPos / am) * 6 + UnityEngine.Random.Range(-0.5f, 0.5f);
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var x = Mathf.Sin(Mathf.PI * songPos / am) * 6 + UnityEngine.Random.Range(-0.5f, 0.5f);
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var y = Mathf.Cos(Mathf.PI * songPos / am) * 2f + UnityEngine.Random.Range(-0.5f, 0.5f); ;
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var y = Mathf.Cos(Mathf.PI * songPos / am) * 0.5f + UnityEngine.Random.Range(-0.5f, 0.5f);
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var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f + UnityEngine.Random.Range(-0.2f, 0.2f); ;
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var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f + UnityEngine.Random.Range(-0.2f, 0.2f); ;
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MagicFX magic = Instantiate(fxBase, fxHolder.transform).GetComponent<MagicFX>();
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MagicFX magic = Instantiate(fxBase, fxHolder.transform).GetComponent<MagicFX>();
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magic.transform.position = new Vector3(x, 0.5f + y, 0);
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magic.transform.position = new Vector3(x, 2f + y, 0);
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magic.transform.localScale = wizard.gameObject.transform.localScale;
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magic.transform.localScale = wizard.gameObject.transform.localScale;
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magic.gameObject.SetActive(true);
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magic.gameObject.SetActive(true);
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}
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}
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@ -70,6 +80,7 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
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intervalStarted = true;
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intervalStarted = true;
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}
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}
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wizardBeatOffset = beat;
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intervalStartBeat = beat;
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intervalStartBeat = beat;
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beatInterval = interval;
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beatInterval = interval;
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}
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}
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@ -83,7 +94,7 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
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Jukebox.PlayOneShotGame("wizardsWaltz/plant", beat);
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Jukebox.PlayOneShotGame("wizardsWaltz/plant", beat);
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Plant plant = Instantiate(plantBase, plantHolder.transform).GetComponent<Plant>();
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Plant plant = Instantiate(plantBase, plantHolder.transform).GetComponent<Plant>();
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var songPos = Conductor.instance.songPositionInBeats;
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var songPos = Conductor.instance.songPositionInBeats - wizardBeatOffset;
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var am = (beatInterval / 2f);
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var am = (beatInterval / 2f);
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var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
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var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
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var y = -3f + Mathf.Cos(Mathf.PI * songPos / am) * 1.5f;
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var y = -3f + Mathf.Cos(Mathf.PI * songPos / am) * 1.5f;
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