using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using System; using Starpelly; using HeavenStudio.Util; namespace HeavenStudio.Games.Loaders { using static Minigames; public static class AgbWaltzLoader { public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("wizardsWaltz", "Wizard's Waltz \n(Mahou Tsukai)", "ffef9c", false, false, new List() { new GameAction("start interval", "Start Interval") { function = delegate { WizardsWaltz.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, defaultLength = 6f, resizable = true, priority = 1 }, new GameAction("plant", "Plant") { function = delegate { WizardsWaltz.instance.SpawnFlower(eventCaller.currentEntity.beat); }, defaultLength = 0.5f, }, }, new List() {"agb", "repeat"}, "agbwizard", "en", new List() {} ); } } } namespace HeavenStudio.Games { using Scripts_WizardsWaltz; public class WizardsWaltz : Minigame { [Header("References")] public Wizard wizard; public Girl girl; public GameObject plantHolder; public GameObject plantBase; public GameObject fxHolder; public GameObject fxBase; private int timer = 0; public float beatInterval = 6f; double intervalStartBeat; bool intervalStarted; public double wizardBeatOffset = 0f; [NonSerialized] public int plantsLeft = 0; //this variable is unused public static WizardsWaltz instance; private void Awake() { instance = this; wizard.Init(); var nextStart = GameManager.instance.Beatmap.Entities.Find(c => c.datamodel == "wizardsWaltz/start interval" && c.beat + c.length >= Conductor.instance.songPositionInBeatsAsDouble); if (nextStart != null) { EventCaller.instance.CallEvent(nextStart, true); } } private void Update() { if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted) { intervalStarted = false; } } private void FixedUpdate() { if (timer % 8 == 0 || UnityEngine.Random.Range(0,8) == 0) { var songPos = (float)(Conductor.instance.songPositionInBeatsAsDouble - wizardBeatOffset); 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) * 0.5f + 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(); magic.transform.position = new Vector3(x, 2f + y, 0); magic.transform.localScale = wizard.gameObject.transform.localScale; magic.gameObject.SetActive(true); } timer++; } public void SetIntervalStart(double beat, float interval = 4f) { // Don't do these things if the interval was already started. if (!intervalStarted) { plantsLeft = 0; intervalStarted = true; } wizardBeatOffset = beat; intervalStartBeat = beat; beatInterval = interval; } public void SpawnFlower(double beat) { // If interval hasn't started, assume this is the first hair of the interval. if (!intervalStarted) SetIntervalStart(beat, beatInterval); SoundByte.PlayOneShotGame("wizardsWaltz/plant", beat); Plant plant = Instantiate(plantBase, plantHolder.transform).GetComponent(); var songPos = (float)(Conductor.instance.songPositionInBeatsAsDouble - wizardBeatOffset); var am = (beatInterval / 2f); var x = Mathf.Sin(Mathf.PI * songPos / am) * 6; var y = -3f + Mathf.Cos(Mathf.PI * songPos / am) * 1.5f; var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f; var xscale = scale; if (y > -3.5f) xscale *= -1; plant.transform.localPosition = new Vector3(x, y, 0); plant.transform.localScale = new Vector3(xscale, scale, 1); plant.order = (int)Math.Round((scale - 1) * 1000); plant.gameObject.SetActive(true); plant.createBeat = beat; plantsLeft++; } } }