HeavenStudioPlus/Assets/Scripts/Games/Spaceball/SpaceballBall.cs

89 lines
2.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RhythmHeavenMania.Util;
using DG.Tweening;
namespace RhythmHeavenMania.Games.Spaceball
{
public class SpaceballBall : PlayerActionObject
{
public float startBeat;
public Animator anim;
public bool high;
private Minigame.Eligible e = new Minigame.Eligible();
public GameObject Holder;
public SpriteRenderer Sprite;
public bool hit;
public float hitBeat;
public Vector3 hitPos;
public float hitRot;
public float randomEndPosX;
private void Start()
{
anim = GetComponent<Animator>();
e.gameObject = this.gameObject;
float rot = Random.Range(0, 360);
Sprite.gameObject.transform.eulerAngles = new Vector3(0, 0, rot);
PlayerActionInit(this.gameObject, startBeat, Spaceball.instance.EligibleHits);
isEligible = true;
}
private void Update()
{
if (hit)
{
float nba = Conductor.instance.GetLoopPositionFromBeat(hitBeat, 14);
Holder.transform.localPosition = Vector3.Lerp(hitPos, new Vector3(randomEndPosX, 0f, -600f), nba);
Holder.transform.eulerAngles = Vector3.Lerp(new Vector3(0, 0, hitRot), new Vector3(0, 0, -2260), nba);
}
else
{
float beatLength = 1f;
if (high) beatLength = 2f;
float normalizedBeatAnim = Conductor.instance.GetLoopPositionFromBeat(startBeat, beatLength + 0.15f);
// print(normalizedBeatAnim + " " + Time.frameCount);
if (high)
{
anim.Play("BallHigh", 0, normalizedBeatAnim);
}
else
{
anim.Play("BallLow", 0, normalizedBeatAnim);
}
anim.speed = 0;
float normalizedBeat = Conductor.instance.GetLoopPositionFromBeat(startBeat, beatLength);
StateCheck(normalizedBeat);
// too lazy to make a proper fix for this
float endTime = 1.2f;
if (high) endTime = 1.1f;
if (normalizedBeat > endTime)
{
Jukebox.PlayOneShotGame("spaceball/fall");
Instantiate(Spaceball.instance.Dust, Spaceball.instance.Dust.transform.parent).SetActive(true);
Destroy(this.gameObject);
}
}
}
}
}