HeavenStudioPlus/Assets/Scripts/Games/Fireworks/FireworksBomb.cs
minenice55 bb2ae74339
Integration of Jukebox Library (#451)
* 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
2023-06-10 15:13:29 -04:00

67 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Scripts_Fireworks
{
public class FireworksBomb : MonoBehaviour
{
public BezierCurve3D curve;
public bool applause;
private bool exploded;
private Fireworks game;
private double startBeat;
private Animator anim;
void Awake()
{
game = Fireworks.instance;
anim = GetComponent<Animator>();
}
public void Init(double beat)
{
game.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Just, Out, Out);
startBeat = beat;
}
void Update()
{
var cond = Conductor.instance;
if (exploded) return;
float flyPos = cond.GetPositionFromBeat(startBeat, 1f);
transform.position = curve.GetPoint(flyPos);
if (flyPos > 2) Destroy(gameObject);
}
void Just(PlayerActionEvent caller, float state)
{
anim.DoScaledAnimationAsync("ExplodeBomb", 0.25f);
exploded = true;
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat + 3f, delegate { Destroy(gameObject); })
});
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShotGame("fireworks/miss");
return;
}
Success(caller);
}
void Success(PlayerActionEvent caller)
{
SoundByte.PlayOneShotGame("fireworks/taikoExplode");
game.FadeFlashColor(Color.white, new Color(1, 1, 1, 0), 0.5f);
if (applause) SoundByte.PlayOneShot("applause", caller.timer + caller.startBeat + 1f);
}
void Out(PlayerActionEvent caller) { }
}
}