mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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e0ab981060
* Started * Added bomb * Just need more explosion types ig * Count ins :D * Remix 5 background * This was painful * Shity particles * particle adjustments * stuff --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
69 lines
2.4 KiB
C#
69 lines
2.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_Fireworks
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{
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public class Rocket : PlayerActionObject
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{
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[SerializeField] ParticleSystem particleBarelyEffect;
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[SerializeField] private List<ParticleSystem> particleEffects = new List<ParticleSystem>();
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[SerializeField] ParticleSystem selectedParticleEffect;
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[SerializeField] Animator anim;
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public bool isSparkler;
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private Fireworks game;
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public float startBeat;
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private bool exploded;
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private float startY;
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void Awake()
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{
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game = Fireworks.instance;
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startY = transform.position.y;
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}
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public void Init(float beat, int explosionToChoose)
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{
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startBeat = beat;
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game.ScheduleInput(beat, isSparkler ? 1f : 3f, InputType.STANDARD_DOWN, Just, Out, Out);
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anim.DoScaledAnimationAsync(isSparkler ? "Sparkler" : "Rocket", isSparkler ? 1f : 0.5f);
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selectedParticleEffect = particleEffects[explosionToChoose];
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}
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void Update()
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{
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var cond = Conductor.instance;
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float normalizedBeat = cond.GetPositionFromBeat(startBeat, isSparkler ? 1f : 3f);
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if (!exploded && cond.isPlaying && !cond.isPaused)
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.Linear);
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float newPosY = func(startY, 7f, normalizedBeat * (isSparkler ? 0.5f : 0.4f));
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transform.position = new Vector3(transform.position.x, newPosY, transform.position.z);
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}
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if (normalizedBeat > 3f && !selectedParticleEffect.isPlaying) Destroy(gameObject);
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}
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void Just(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f)
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{
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Jukebox.PlayOneShotGame("fireworks/miss");
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particleBarelyEffect.Play();
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anim.gameObject.SetActive(false);
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return;
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}
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Success();
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}
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void Success()
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{
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Jukebox.PlayOneShotGame("fireworks/explodeRocket");
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selectedParticleEffect.Play();
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anim.gameObject.SetActive(false);
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}
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void Out(PlayerActionEvent caller) { }
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}
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}
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