mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 14:15:07 +00:00
b1fab52ad9
* add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing
79 lines
No EOL
2.1 KiB
C#
79 lines
No EOL
2.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_WizardsWaltz
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{
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public class Wizard : MonoBehaviour
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{
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public Animator animator;
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public GameObject shadow;
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private float newBeat = 0;
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private int beats = 0;
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private WizardsWaltz game;
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private float songPos;
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public void Init()
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{
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game = WizardsWaltz.instance;
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}
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void Update()
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{
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songPos = (float)(Conductor.instance.songPositionInBeatsAsDouble - game.wizardBeatOffset);
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var am = game.beatInterval / 2f;
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var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
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var y = Mathf.Cos(Mathf.PI * songPos / am);
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var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
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transform.position = new Vector3(x, 3f - y * 0.5f, 0);
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shadow.transform.position = new Vector3(x, -3f + y * 1.5f, 0);
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var xscale = scale;
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if (y > 0) xscale *= -1;
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transform.localScale = new Vector3(xscale, scale, 1);
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shadow.transform.localScale = new Vector3(scale, scale, 1);
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}
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private void LateUpdate()
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{
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if (PlayerInput.Pressed(true))
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{
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animator.Play("Magic", 0, 0);
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SoundByte.PlayOneShotGame("wizardsWaltz/wand");
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}
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}
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public void Idle()
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{
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animator.Play("Idle", 0, 0);
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}
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public void Magic(Plant plant, bool hit)
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{
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animator.Play("Magic", 0, 0);
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if(plant == null)
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{
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// TODO: Play empty A press sound
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return;
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}
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if (hit)
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{
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SoundByte.PlayOneShotGame("wizardsWaltz/grow");
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plant.Bloom();
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game.girl.Happy();
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}
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else
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{
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SoundByte.PlayOneShot("miss");
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plant.Eat();
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game.girl.Sad();
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}
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}
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}
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} |