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_.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); } } }