HeavenStudioPlus/Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs
minenice55 4c4d0a7a7a Play Mode Features Part 1 (#413)
* 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
2023-05-07 20:33:15 +00:00

43 lines
1.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_WorkingDough
{
public class PlayerEnterDoughBall : MonoBehaviour
{
public float startBeat;
public float firstBeatsToTravel = 0.5f;
public float secondBeatsToTravel = 0.5f;
public bool goingDown = false;
public bool deletingAutomatically = true;
[NonSerialized] public BezierCurve3D firstCurve;
[NonSerialized] public BezierCurve3D secondCurve;
private void Update()
{
var cond = Conductor.instance;
float flyPos = 0f;
if (goingDown)
{
flyPos = cond.GetPositionFromBeat(startBeat + firstBeatsToTravel, secondBeatsToTravel);
transform.position = secondCurve.GetPoint(flyPos);
if (flyPos > 1f) if (deletingAutomatically) GameObject.Destroy(gameObject);
}
else
{
flyPos = cond.GetPositionFromBeat(startBeat, firstBeatsToTravel);
transform.position = firstCurve.GetPoint(flyPos);
if (flyPos > 1f) goingDown = true;
}
}
}
}