using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using NaughtyBezierCurves; using HeavenStudio.Util; namespace HeavenStudio.Games.Scripts_WorkingDough { public class BGBall : PlayerActionObject { public float startBeat; public float firstBeatsToTravel = 3f; public float secondBeatsToTravel = 1f; public float thirdBeatsToTravel = 3f; public enum CurveStage { Conveyer = 0, StartFall = 1, Fall = 2 } public CurveStage currentCurveStage; [NonSerialized] public BezierCurve3D firstCurve; [NonSerialized] public BezierCurve3D secondCurve; [NonSerialized] public BezierCurve3D thirdCurve; private void Update() { var cond = Conductor.instance; float flyPos = 0f; switch (currentCurveStage) { case CurveStage.Conveyer: flyPos = cond.GetPositionFromBeat(startBeat, firstBeatsToTravel); transform.position = firstCurve.GetPoint(flyPos); if (flyPos > 1f) { currentCurveStage = CurveStage.StartFall; } break; case CurveStage.StartFall: flyPos = cond.GetPositionFromBeat(startBeat + firstBeatsToTravel, secondBeatsToTravel); transform.position = secondCurve.GetPoint(flyPos); if (flyPos > 1f) currentCurveStage = CurveStage.Fall; break; case CurveStage.Fall: flyPos = cond.GetPositionFromBeat(startBeat + secondBeatsToTravel + firstBeatsToTravel, thirdBeatsToTravel); transform.position = thirdCurve.GetPoint(flyPos); if (flyPos > 1f) GameObject.Destroy(gameObject); break; } } } }