mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 19:55:09 +00:00
bb2ae74339
* 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
67 lines
1.9 KiB
C#
67 lines
1.9 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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using NaughtyBezierCurves;
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namespace HeavenStudio.Games.Scripts_Fireworks
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{
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public class FireworksBomb : MonoBehaviour
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{
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public BezierCurve3D curve;
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public bool applause;
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private bool exploded;
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private Fireworks game;
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private double startBeat;
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private Animator anim;
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void Awake()
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{
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game = Fireworks.instance;
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anim = GetComponent<Animator>();
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}
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public void Init(double beat)
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{
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game.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Just, Out, Out);
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startBeat = beat;
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}
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void Update()
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{
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var cond = Conductor.instance;
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if (exploded) return;
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float flyPos = cond.GetPositionFromBeat(startBeat, 1f);
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transform.position = curve.GetPoint(flyPos);
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if (flyPos > 2) Destroy(gameObject);
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}
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void Just(PlayerActionEvent caller, float state)
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{
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anim.DoScaledAnimationAsync("ExplodeBomb", 0.25f);
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exploded = true;
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(startBeat + 3f, delegate { Destroy(gameObject); })
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});
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if (state >= 1f || state <= -1f)
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{
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SoundByte.PlayOneShotGame("fireworks/miss");
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return;
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}
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Success(caller);
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}
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void Success(PlayerActionEvent caller)
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{
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SoundByte.PlayOneShotGame("fireworks/taikoExplode");
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game.FadeFlashColor(Color.white, new Color(1, 1, 1, 0), 0.5f);
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if (applause) SoundByte.PlayOneShot("applause", caller.timer + caller.startBeat + 1f);
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}
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void Out(PlayerActionEvent caller) { }
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}
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}
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