mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-13 21:25:09 +00:00
6b58b427c8
* prefab * Spawn Rod * Shoot Rod * Square * Shoot Rod EX * Custom Bounce * Fix spawn * fix animation * Change Block * Change Block Animation * Destroy Square * Fix block's transition * Shoot Rod (mute) * High Curve * animation tweaks, revert to old spritesheet * more accurate placement * more animations * finished anims * all animations done * shake more * Minor correction * fixed square rotations * upscale * icon * Add miss curve and Toggle Blocks --------- Co-authored-by: ev <85412919+iloveoatmeal2022@users.noreply.github.com>
64 lines
No EOL
1.9 KiB
C#
64 lines
No EOL
1.9 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using NaughtyBezierCurves;
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namespace HeavenStudio.Games.Scripts_BuiltToScaleRvl
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{
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using HeavenStudio.Util;
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public class Square : MonoBehaviour
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{
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public string anim;
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public double startBeat, targetBeat, lengthBeat = 1;
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public int endTime;
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public Vector3 CorrectionPos;
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private Animator squareAnim;
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private BuiltToScaleRvl game;
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public void Init()
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{
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game = BuiltToScaleRvl.instance;
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squareAnim = GetComponent<Animator>();
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var endTime = (int)Math.Ceiling((targetBeat - startBeat)/lengthBeat);
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transform.position = transform.position - endTime * CorrectionPos;
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double beat = targetBeat - lengthBeat * endTime;
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squareAnim.Play(anim, 0, (beat==0 ? 0 : 1));
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Recursion(beat, lengthBeat);
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}
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private void Recursion(double beat, double length)
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{
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if (beat > targetBeat + 10 * lengthBeat) End();
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + length, delegate
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{
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transform.position = transform.position + CorrectionPos;
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squareAnim.Play(anim, 0, 0);
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Recursion(beat + length, length);
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}),
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});
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}
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void PositionCorrection()
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{
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var pos = transform.position;
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Debug.Log(transform.position);
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transform.position = pos + CorrectionPos;
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Debug.Log(transform.position);
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}
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void ChangeSortingOrder(int order)
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{
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GetComponent<SortingGroup>().sortingOrder = order;
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}
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void End()
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{
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Destroy(gameObject);
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}
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}
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} |