using System.Collections; using System.Collections.Generic; using UnityEngine; using RhythmHeavenMania.Util; using DG.Tweening; namespace RhythmHeavenMania.Games.Spaceball { public class SpaceballBall : MonoBehaviour { public float startBeat; private Animator anim; private int lastState; private bool inList = false; public bool high; private Minigame.Eligible e = new Minigame.Eligible(); public GameObject Holder; public SpriteRenderer Sprite; private void Start() { anim = GetComponent(); e.gameObject = this.gameObject; float rot = Random.Range(0, 360); Sprite.gameObject.transform.eulerAngles = new Vector3(0, 0, rot); } private void Update() { float beatLength = 1f; if (high) beatLength = 2f; float normalizedBeatAnim = Conductor.instance.GetLoopPositionFromBeat(startBeat, beatLength + 0.15f); // print(normalizedBeatAnim + " " + Time.frameCount); if (high) { anim.Play("BallHigh", 0, normalizedBeatAnim); } else { anim.Play("BallLow", 0, normalizedBeatAnim); } anim.speed = 0; float normalizedBeat = Conductor.instance.GetLoopPositionFromBeat(startBeat, beatLength); if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && lastState == 0) { MakeEligible(true, false, false); lastState++; } // Perfect State else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && lastState == 1) { MakeEligible(false, true, false); lastState++; } // Late State else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime() && lastState == 2) { MakeEligible(false, false, true); lastState++; } else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime()) { MakeInEligible(); } // too lazy to make a proper fix for this float endTime = 1.2f; if (high) endTime = 1.1f; if (normalizedBeat > endTime) { Jukebox.PlayOneShotGame("spaceball/fall"); Instantiate(Spaceball.instance.Dust, Spaceball.instance.Dust.transform.parent).SetActive(true); Destroy(this.gameObject); } if (PlayerInput.Pressed()) { if (e.perfect) { Jukebox.PlayOneShotGame("spaceball/hit"); Holder.transform.DOLocalMove(new Vector3(Random.Range(5, 18), 0, -600), 4f).SetEase(Ease.Linear); Holder.transform.GetChild(0).gameObject.AddComponent().rotateSpeed = -245; this.enabled = false; gameObject.GetComponent().enabled = false; } else if (e.late || e.early) { Holder.transform.GetChild(0).gameObject.AddComponent().rotateSpeed = -55; this.enabled = false; gameObject.GetComponent().enabled = false; Rigidbody2D rb = gameObject.AddComponent(); rb.bodyType = RigidbodyType2D.Dynamic; rb.AddForce(transform.up * 1100); rb.AddForce(transform.right * 400); rb.gravityScale = 9; Jukebox.PlayOneShot("miss"); } } } public void MakeEligible(bool early, bool perfect, bool late) { // print($"{early}, {perfect}, {late}"); if (!inList) { e.early = early; e.perfect = perfect; e.late = late; SpaceballPlayer.instance.EligibleHits.Add(e); inList = true; } else { Minigame.Eligible es = SpaceballPlayer.instance.EligibleHits[SpaceballPlayer.instance.EligibleHits.IndexOf(e)]; es.early = early; es.perfect = perfect; es.late = late; } } public void MakeInEligible() { if (!inList) return; SpaceballPlayer.instance.EligibleHits.Remove(e); inList = false; } } }