mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-13 05:05:08 +00:00
a653194e07
I just moved everything that was in start to awake. There are a few other changes I made, like using init functions rather than awake in scripts that depended on something that was initialized in another script's awake (to make sure things always happen in the right order), as well as some other stuff in some specific minigames
118 lines
No EOL
3.8 KiB
C#
118 lines
No EOL
3.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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namespace HeavenStudio.Games.Scripts_KarateMan
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{
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// Physics in Rhythm Heaven Mania? nah im just fuckin lazy
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public class BarrelDestroyEffect : MonoBehaviour
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{
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public SpriteRenderer SpriteRenderer;
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private Rigidbody2D rb2d;
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private BoxCollider2D col;
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public int spriteIndex;
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public int index;
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public bool combo;
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public GameObject shadow;
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private void Awake()
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{
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SpriteRenderer = this.gameObject.GetComponent<SpriteRenderer>();
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SpriteRenderer.sprite = KarateMan.instance.BarrelSprites[spriteIndex];
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rb2d = this.gameObject.AddComponent<Rigidbody2D>();
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rb2d.gravityScale = 11;
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rb2d.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
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// rb2d.interpolation = RigidbodyInterpolation2D.Interpolate;
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float yRange = 0;
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float xRange = Random.Range(500, 800);
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switch (index)
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{
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case 0:
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yRange = Random.Range(400, 1500);
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break;
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case 1:
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yRange = Random.Range(200, 700);
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break;
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case 2:
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yRange = Random.Range(300, 1200);
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break;
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case 3:
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yRange = Random.Range(300, 1200);
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break;
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case 4:
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yRange = Random.Range(300, 1200);
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break;
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case 5:
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yRange = Random.Range(300, 1200);
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break;
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case 6:
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yRange = Random.Range(300, 1200);
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break;
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case 7:
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yRange = Random.Range(500, 1600);
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break;
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}
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if (combo)
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{
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yRange = Random.Range(800, 1600);
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xRange = Random.Range(200, 500);
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}
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rb2d.AddForce(Vector3.up * yRange);
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rb2d.AddForce(Vector3.right * xRange);
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// this.gameObject.AddComponent<Rotate>().rotateSpeed = Random.Range(60, 450);
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col = this.gameObject.AddComponent<BoxCollider2D>();
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PhysicsMaterial2D mat = new PhysicsMaterial2D();
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mat.bounciness = 0;
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col.sharedMaterial = mat;
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col.offset = new Vector2(-0.0574677f, -0.07480353f);
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col.size = new Vector2(0.5694333f, 1.912059f);
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StartCoroutine(FadeOut());
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gameObject.name = "barrel_p";
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}
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private void OnCollisionEnter2D(Collision2D collision)
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{
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if (collision.gameObject.name != "barrel_p")
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{
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Destroy(rb2d);
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Destroy(col);
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}
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else
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{
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Physics2D.IgnoreCollision(collision.collider, col);
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}
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}
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private void Update()
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{
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if (rb2d != null)
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this.transform.eulerAngles = new Vector3(0, 0, rb2d.velocity.magnitude * 4);
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shadow.transform.localPosition = new Vector3(this.transform.localPosition.x, shadow.transform.localPosition.y);
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}
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private IEnumerator FadeOut()
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{
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yield return new WaitForSeconds(Conductor.instance.secPerBeat * 3);
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var shadowSprite = shadow.GetComponent<SpriteRenderer>();
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var fadeColor = shadowSprite.color;
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fadeColor.a = 0;
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SpriteRenderer.DOColor(new Color(1, 1, 1, 0), Conductor.instance.secPerBeat * 3).OnComplete(delegate { Destroy(this.gameObject); });
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shadowSprite.DOColor(fadeColor, Conductor.instance.secPerBeat * 3).OnComplete(delegate { Destroy(shadow); });
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}
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}
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} |