HeavenStudioPlus/Assets/Scripts/Games/Fireworks/FireworksBomb.cs
minenice55 63a2814caa Timekeeping Improvements and Small Optimizations (#544)
* make BeatActions coroutines instead of componentrs

* pooled scheduled sounds

implement S' entity seek

* remove debug prints from last two changes

* implement absolute time tracking

implement DSP time resyncing

* optimize GameManager

* update TMPro

* update IDE packages

* fix dsp sync making the drift worse

* fix issue with the JSL dll

* relocate debug print

* make scheduled pitch setter functional

* any cpu
2023-09-11 22:28:04 +00:00

67 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Scripts_Fireworks
{
public class FireworksBomb : MonoBehaviour
{
public BezierCurve3D curve;
public bool applause;
private bool exploded;
private Fireworks game;
private double startBeat;
private Animator anim;
void Awake()
{
game = Fireworks.instance;
anim = GetComponent<Animator>();
}
public void Init(double beat)
{
game.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Just, Out, Out);
startBeat = beat;
}
void Update()
{
var cond = Conductor.instance;
if (exploded) return;
float flyPos = cond.GetPositionFromBeat(startBeat, 1f);
transform.position = curve.GetPoint(flyPos);
if (flyPos > 2) Destroy(gameObject);
}
void Just(PlayerActionEvent caller, float state)
{
anim.DoScaledAnimationAsync("ExplodeBomb", 0.25f);
exploded = true;
BeatAction.New(game, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat + 3f, delegate { Destroy(gameObject); })
});
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShotGame("fireworks/miss");
return;
}
Success(caller);
}
void Success(PlayerActionEvent caller)
{
SoundByte.PlayOneShotGame("fireworks/taikoExplode");
game.FadeFlashColor(Color.white, new Color(1, 1, 1, 0), 0.5f);
if (applause) SoundByte.PlayOneShot("applause", caller.timer + caller.startBeat + 1f);
}
void Out(PlayerActionEvent caller) { }
}
}