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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
39e8707e44
21 changed files with 1218 additions and 6 deletions
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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);
|
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|
|
||||||
|
Rigidbody2D rb2d = gameObject.AddComponent<Rigidbody2D>();
|
||||||
|
rb2d.gravityScale = 2.5f;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Kill()
|
||||||
|
{
|
||||||
|
Destroy(shimmer);
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
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|
|
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|
}
|
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|
}
|
11
Assets/Scripts/Games/WizardsWaltz/MagicFX.cs.meta
Normal file
11
Assets/Scripts/Games/WizardsWaltz/MagicFX.cs.meta
Normal file
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@ -10,6 +10,9 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
|
||||||
public Animator animator;
|
public Animator animator;
|
||||||
public GameObject shadow;
|
public GameObject shadow;
|
||||||
|
|
||||||
|
private float newBeat = 0;
|
||||||
|
private int beats = 0;
|
||||||
|
|
||||||
private WizardsWaltz game;
|
private WizardsWaltz game;
|
||||||
private float songPos;
|
private float songPos;
|
||||||
|
|
||||||
|
|
|
@ -15,7 +15,10 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
|
||||||
public Girl girl;
|
public Girl girl;
|
||||||
public GameObject plantHolder;
|
public GameObject plantHolder;
|
||||||
public GameObject plantBase;
|
public GameObject plantBase;
|
||||||
|
public GameObject fxHolder;
|
||||||
|
public GameObject fxBase;
|
||||||
|
|
||||||
|
private int timer = 0;
|
||||||
public float beatInterval = 4f;
|
public float beatInterval = 4f;
|
||||||
float intervalStartBeat;
|
float intervalStartBeat;
|
||||||
bool intervalStarted;
|
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)
|
public void SetIntervalStart(float beat, float interval = 4f)
|
||||||
{
|
{
|
||||||
// Don't do these things if the interval was already started.
|
// Don't do these things if the interval was already started.
|
||||||
|
|
Loading…
Reference in a new issue