mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 05:35:08 +00:00
118 lines
No EOL
3.8 KiB
C#
118 lines
No EOL
3.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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namespace RhythmHeavenMania.Games.KarateMan
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{
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// Physics in Rhythm Heaven Mania? nah im just fuckin lazy
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public class BarrelDestroyEffect : MonoBehaviour
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{
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public SpriteRenderer SpriteRenderer;
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private Rigidbody2D rb2d;
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private BoxCollider2D col;
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public int spriteIndex;
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public int index;
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public bool combo;
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public GameObject shadow;
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private void Start()
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{
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SpriteRenderer = this.gameObject.GetComponent<SpriteRenderer>();
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SpriteRenderer.sprite = KarateMan.instance.BarrelSprites[spriteIndex];
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rb2d = this.gameObject.AddComponent<Rigidbody2D>();
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rb2d.gravityScale = 11;
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rb2d.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
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// rb2d.interpolation = RigidbodyInterpolation2D.Interpolate;
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float yRange = 0;
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float xRange = Random.Range(500, 800);
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switch (index)
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{
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case 0:
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yRange = Random.Range(400, 1500);
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break;
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case 1:
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yRange = Random.Range(200, 700);
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break;
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case 2:
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yRange = Random.Range(300, 1200);
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break;
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case 3:
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yRange = Random.Range(300, 1200);
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break;
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case 4:
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yRange = Random.Range(300, 1200);
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break;
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case 5:
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yRange = Random.Range(300, 1200);
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break;
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case 6:
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yRange = Random.Range(300, 1200);
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break;
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case 7:
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yRange = Random.Range(500, 1600);
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break;
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}
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if (combo)
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{
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yRange = Random.Range(800, 1600);
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xRange = Random.Range(200, 500);
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}
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rb2d.AddForce(Vector3.up * yRange);
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rb2d.AddForce(Vector3.right * xRange);
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// this.gameObject.AddComponent<Rotate>().rotateSpeed = Random.Range(60, 450);
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col = this.gameObject.AddComponent<BoxCollider2D>();
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PhysicsMaterial2D mat = new PhysicsMaterial2D();
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mat.bounciness = 0;
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col.sharedMaterial = mat;
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col.offset = new Vector2(-0.0574677f, -0.07480353f);
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col.size = new Vector2(0.5694333f, 1.912059f);
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StartCoroutine(FadeOut());
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gameObject.name = "barrel_p";
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}
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private void OnCollisionEnter2D(Collision2D collision)
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{
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if (collision.gameObject.name != "barrel_p")
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{
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Destroy(rb2d);
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Destroy(col);
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}
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else
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{
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Physics2D.IgnoreCollision(collision.collider, col);
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}
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}
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private void Update()
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{
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if (rb2d != null)
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this.transform.eulerAngles = new Vector3(0, 0, rb2d.velocity.magnitude * 4);
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shadow.transform.localPosition = new Vector3(this.transform.localPosition.x, shadow.transform.localPosition.y);
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}
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private IEnumerator FadeOut()
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{
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yield return new WaitForSeconds(Conductor.instance.secPerBeat * 3);
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var shadowSprite = shadow.GetComponent<SpriteRenderer>();
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var fadeColor = shadowSprite.color;
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fadeColor.a = 0;
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SpriteRenderer.DOColor(new Color(1, 1, 1, 0), Conductor.instance.secPerBeat * 3).OnComplete(delegate { Destroy(this.gameObject); });
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shadowSprite.DOColor(fadeColor, Conductor.instance.secPerBeat * 3).OnComplete(delegate { Destroy(shadow); });
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}
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}
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} |