using System.Collections; using System.Collections.Generic; using UnityEngine; using RhythmHeavenMania.Util; namespace RhythmHeavenMania.Games { using Scripts_SpaceSoccer; public class SpaceSoccer : Minigame { [Header("Components")] [SerializeField] private GameObject ballRef; [SerializeField] private List kickers; [SerializeField] private GameObject Background; [SerializeField] private Sprite[] backgroundSprite; [Header("Properties")] [SerializeField] private bool ballDispensed; //unused public static SpaceSoccer instance { get; private set; } private void Awake() { instance = this; } private void Start() { /*for (int x = 0; x < Random.Range(9, 12); x++) { for (int y = 0; y < Random.Range(6, 9); y++) { GameObject test = new GameObject("test"); test.transform.parent = Background.transform; test.AddComponent().sprite = backgroundSprite[Random.Range(0, 2)]; test.GetComponent().sortingOrder = -50; test.transform.localPosition = new Vector3(Random.Range(-15f, 15f), Random.Range(-15f, 15f)); test.transform.localScale = new Vector3(0.52f, 0.52f); } }*/ } private void Update() { } public override void OnGameSwitch(float beat) { foreach(Beatmap.Entity entity in GameManager.instance.Beatmap.entities) { if(entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine. { break; } if(entity.datamodel != "spaceSoccer/ball dispense" || entity.beat + entity.length <= beat) //check for dispenses that happen right before the switch { continue; } Dispense(entity.beat, false); break; } } public void Dispense(float beat, bool playSound = true) { ballDispensed = true; for (int i = 0; i < kickers.Count; i++) { Kicker kicker = kickers[i]; if (i == 0) kicker.player = true; if (kicker.ball != null) return; GameObject ball = Instantiate(ballRef, transform); ball.SetActive(true); Ball ball_ = ball.GetComponent(); ball_.Init(kicker, beat); if (kicker.player && playSound) { DispenseSound(beat); } } } public static void DispenseSound(float beat) { MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("spaceSoccer/dispenseNoise", beat), new MultiSound.Sound("spaceSoccer/dispenseTumble1", beat), new MultiSound.Sound("spaceSoccer/dispenseTumble2", beat + 0.25f), new MultiSound.Sound("spaceSoccer/dispenseTumble2B",beat + 0.25f), 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), }, forcePlay:true); } } }