using System.Collections; using System.Collections.Generic; using UnityEngine; using DG.Tweening; namespace RhythmHeavenMania.Games.KarateMan { // Physics in Rhythm Heaven Mania? nah im just fuckin lazy public class CookingPotDestroyEffect : MonoBehaviour { public SpriteRenderer SpriteRenderer; public int spriteIndex; public int index; private float rotationSpeed; public GameObject pot; private void Start() { SpriteRenderer sr = gameObject.AddComponent(); sr.sprite = KarateMan.instance.CookingPotSprites[1]; Rigidbody2D rb2d = gameObject.AddComponent(); rb2d.gravityScale = 5; rb2d.collisionDetectionMode = CollisionDetectionMode2D.Continuous; rb2d.AddForce(Vector3.up * Random.Range(875, 925)); rotationSpeed = Random.Range(100, 200); PhysicsMaterial2D mat = new PhysicsMaterial2D(); mat.bounciness = 0; StartCoroutine(FadeOut()); gameObject.name = "cookingpot_lid"; } private void Update() { transform.eulerAngles -= new Vector3(0, 0, rotationSpeed * Time.deltaTime); transform.position = new Vector3(pot.transform.position.x, transform.position.y, transform.position.z); } private IEnumerator FadeOut() { yield return new WaitForSeconds(Conductor.instance.secPerBeat * 3); Destroy(gameObject); } } }