using System.Collections; using System.Collections.Generic; using UnityEngine; using System; using Starpelly; using RhythmHeavenMania.Util; namespace RhythmHeavenMania.Games.WizardsWaltz { public class WizardsWaltz : Minigame { [Header("References")] public Wizard wizard; public GameObject plantHolder; public GameObject plantBase; public float beatInterval = 4f; float intervalStartBeat; bool intervalStarted; public float wizardBeatOffset = 0f; [NonSerialized] public int plantsLeft = 0; public static WizardsWaltz instance; private void Awake() { instance = this; } private void Update() { if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted) { intervalStarted = false; } } public void SetIntervalStart(float beat, float interval = 4f) { // Don't do these things if the interval was already started. if (!intervalStarted) { plantsLeft = 0; intervalStarted = true; } intervalStartBeat = beat; beatInterval = interval; } public void SpawnFlower(float beat) { // If interval hasn't started, assume this is the first hair of the interval. if (!intervalStarted) SetIntervalStart(beat, beatInterval); Jukebox.PlayOneShotGame("wizardsWaltz/plant", beat); Plant plant = Instantiate(plantBase, plantHolder.transform).GetComponent(); var songPos = Conductor.instance.songPositionInBeats; var am = (beatInterval / 2f); var x = Mathf.Sin(Mathf.PI * songPos / am) * 6; var y = -2.5f + Mathf.Cos(Mathf.PI * songPos / am) * 1.5f; var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.25f; var xscale = scale; if (y > -2.5f) xscale *= -1; plant.transform.localPosition = new Vector3(x, y, -scale); plant.transform.localScale = new Vector3(xscale, scale, 1); plant.gameObject.SetActive(true); plant.createBeat = beat; plantsLeft++; } } }