HeavenStudioPlus/Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs

80 lines
2.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.WizardsWaltz
{
public class WizardsWaltz : Minigame
{
[Header("References")]
public Wizard wizard;
public GameObject plantHolder;
public GameObject plantBase;
public float beatInterval = 4f;
float intervalStartBeat;
bool intervalStarted;
public float wizardBeatOffset = 0f;
[NonSerialized] public int plantsLeft = 0;
public static WizardsWaltz instance;
private void Awake()
{
instance = this;
}
private void Update()
{
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted)
{
intervalStarted = false;
}
}
public void SetIntervalStart(float beat, float interval = 4f)
{
// Don't do these things if the interval was already started.
if (!intervalStarted)
{
plantsLeft = 0;
intervalStarted = true;
}
intervalStartBeat = beat;
beatInterval = interval;
}
public void SpawnFlower(float beat)
{
// If interval hasn't started, assume this is the first hair of the interval.
if (!intervalStarted)
SetIntervalStart(beat, beatInterval);
Jukebox.PlayOneShotGame("wizardsWaltz/plant", beat);
Plant plant = Instantiate(plantBase, plantHolder.transform).GetComponent<Plant>();
var songPos = Conductor.instance.songPositionInBeats;
var am = (beatInterval / 2f);
var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
var y = -2.5f + Mathf.Cos(Mathf.PI * songPos / am) * 1.5f;
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.25f;
var xscale = scale;
if (y > -2.5f) xscale *= -1;
plant.transform.localPosition = new Vector3(x, y, -scale);
plant.transform.localScale = new Vector3(xscale, scale, 1);
plant.gameObject.SetActive(true);
plant.createBeat = beat;
plantsLeft++;
}
}
}