mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-11 04:05:11 +00:00
caf7d9465f
* 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
111 lines
3 KiB
C#
111 lines
3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System;
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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_BlueBear
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{
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public class Treat : MonoBehaviour
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{
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const float rotSpeed = 360f;
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public bool isCake;
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public float startBeat;
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bool flying = true;
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float flyBeats;
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[NonSerialized] public BezierCurve3D curve;
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private BlueBear game;
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private void Awake()
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{
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game = BlueBear.instance;
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}
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private void Start()
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{
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flyBeats = isCake ? 3f : 2f;
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game.ScheduleInput(startBeat, flyBeats, isCake ? InputType.DIRECTION_DOWN : InputType.STANDARD_DOWN, Just, Out, Out);
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}
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private void Update()
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{
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if (flying)
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{
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var cond = Conductor.instance;
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float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
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flyPos *= isCake ? 0.75f : 0.6f;
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transform.position = curve.GetPoint(flyPos);
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if (flyPos > 1f)
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{
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GameObject.Destroy(gameObject);
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return;
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}
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float rot = isCake ? rotSpeed : -rotSpeed;
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (rot * Time.deltaTime));
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}
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}
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void EatFood()
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{
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flying = false;
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if (isCake)
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{
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Jukebox.PlayOneShotGame("blueBear/chompCake");
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}
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else
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{
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Jukebox.PlayOneShotGame("blueBear/chompDonut");
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}
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game.Bite(isCake);
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game.EatTreat();
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SpawnCrumbs();
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GameObject.Destroy(gameObject);
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f) { //todo: proper near miss feedback
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if (isCake)
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{
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game.headAndBodyAnim.Play("BiteL", 0, 0);
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}
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else
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{
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game.headAndBodyAnim.Play("BiteR", 0, 0);
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}
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return;
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}
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EatFood();
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}
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private void Miss(PlayerActionEvent caller) {}
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private void Out(PlayerActionEvent caller) {}
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void SpawnCrumbs()
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{
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var crumbsGO = GameObject.Instantiate(game.crumbsBase, game.crumbsHolder);
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crumbsGO.SetActive(true);
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crumbsGO.transform.position = transform.position;
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var ps = crumbsGO.GetComponent<ParticleSystem>();
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var main = ps.main;
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var newGradient = new ParticleSystem.MinMaxGradient(isCake ? game.cakeGradient : game.donutGradient);
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newGradient.mode = ParticleSystemGradientMode.RandomColor;
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main.startColor = newGradient;
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ps.Play();
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}
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}
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}
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