HeavenStudioPlus/Assets/Scripts/Games/LumBEARjack/LBJObjectRotate.cs

64 lines
2.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_LumBEARjack
{
public class LBJObjectRotate : MonoBehaviour
{
[Header("Parameters")]
[SerializeField] private float _rotationLeft = 22f;
[SerializeField] private float _rotationRight = -22f;
[SerializeField] private EasingFunction.Ease _ease = EasingFunction.Ease.EaseInOutQuad;
[Header("References")]
[SerializeField] private Transform _pivotLeft;
[SerializeField] private Transform _pivotRight;
[SerializeField] private Transform _pivotSingle;
[SerializeField] private Transform[] _objectsToMove;
public void Move(double beat, double length, bool right)
{
float normalized = Conductor.instance.GetPositionFromBeat(beat - length, length * 2, false);
if (!right) normalized = 1 - normalized;
var func = EasingFunction.GetEasingFunction(_ease);
if (normalized <= 0.5f)
{
foreach (var o in _objectsToMove)
{
if (o.parent != _pivotRight) o.SetParent(_pivotRight, true);
}
float newRotation = Mathf.Min(func(_rotationRight, -_rotationRight, normalized), 0);
_pivotRight.localEulerAngles = new Vector3(0, 0, newRotation);
}
else
{
foreach (var o in _objectsToMove)
{
if (o.parent != _pivotLeft) o.SetParent(_pivotLeft, true);
}
float newRotation = Mathf.Max(func(-_rotationLeft, _rotationLeft, normalized), 0);
_pivotLeft.localEulerAngles = new Vector3(0, 0, newRotation);
}
}
public void SingleMove(double beat, double length, bool right)
{
float normalized = Conductor.instance.GetPositionFromBeat(beat - length, length * 2, false);
if (!right) normalized = 1 - normalized;
var func = EasingFunction.GetEasingFunction(_ease);
foreach (var o in _objectsToMove)
{
if (o.parent != _pivotSingle) o.SetParent(_pivotSingle, true);
}
float newRotation = func(_rotationRight, _rotationLeft, normalized);
_pivotSingle.localEulerAngles = new Vector3(0, 0, newRotation);
}
}
}