mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
4c4d0a7a7a
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
43 lines
1.3 KiB
C#
43 lines
1.3 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_WorkingDough
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{
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public class PlayerEnterDoughBall : MonoBehaviour
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{
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public float startBeat;
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public float firstBeatsToTravel = 0.5f;
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public float secondBeatsToTravel = 0.5f;
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public bool goingDown = false;
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public bool deletingAutomatically = true;
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[NonSerialized] public BezierCurve3D firstCurve;
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[NonSerialized] public BezierCurve3D secondCurve;
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private void Update()
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{
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var cond = Conductor.instance;
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float flyPos = 0f;
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if (goingDown)
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{
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flyPos = cond.GetPositionFromBeat(startBeat + firstBeatsToTravel, secondBeatsToTravel);
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transform.position = secondCurve.GetPoint(flyPos);
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if (flyPos > 1f) if (deletingAutomatically) GameObject.Destroy(gameObject);
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}
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else
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{
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flyPos = cond.GetPositionFromBeat(startBeat, firstBeatsToTravel);
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transform.position = firstCurve.GetPoint(flyPos);
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if (flyPos > 1f) goingDown = true;
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}
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}
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}
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}
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