mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 13:45:10 +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
59 lines
1.9 KiB
C#
59 lines
1.9 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 BGBall : MonoBehaviour
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{
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public float startBeat;
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public float firstBeatsToTravel = 3f;
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public float secondBeatsToTravel = 1f;
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public float thirdBeatsToTravel = 3f;
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public enum CurveStage
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{
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Conveyer = 0,
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StartFall = 1,
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Fall = 2
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}
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public CurveStage currentCurveStage;
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[NonSerialized] public BezierCurve3D firstCurve;
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[NonSerialized] public BezierCurve3D secondCurve;
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[NonSerialized] public BezierCurve3D thirdCurve;
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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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switch (currentCurveStage)
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{
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case CurveStage.Conveyer:
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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)
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{
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currentCurveStage = CurveStage.StartFall;
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}
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break;
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case CurveStage.StartFall:
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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) currentCurveStage = CurveStage.Fall;
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break;
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case CurveStage.Fall:
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flyPos = cond.GetPositionFromBeat(startBeat + secondBeatsToTravel + firstBeatsToTravel, thirdBeatsToTravel);
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transform.position = thirdCurve.GetPoint(flyPos);
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if (flyPos > 1f) GameObject.Destroy(gameObject);
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break;
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}
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}
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}
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}
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