HeavenStudioPlus/Assets/Scripts/Games/WorkingDough/BGBall.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

59 lines
1.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_WorkingDough
{
public class BGBall : MonoBehaviour
{
public double startBeat;
public float firstBeatsToTravel = 3f;
public float secondBeatsToTravel = 1f;
public float thirdBeatsToTravel = 3f;
public enum CurveStage
{
Conveyer = 0,
StartFall = 1,
Fall = 2
}
public CurveStage currentCurveStage;
[NonSerialized] public BezierCurve3D firstCurve;
[NonSerialized] public BezierCurve3D secondCurve;
[NonSerialized] public BezierCurve3D thirdCurve;
private void Update()
{
var cond = Conductor.instance;
float flyPos = 0f;
switch (currentCurveStage)
{
case CurveStage.Conveyer:
flyPos = cond.GetPositionFromBeat(startBeat, firstBeatsToTravel);
transform.position = firstCurve.GetPoint(flyPos);
if (flyPos > 1f)
{
currentCurveStage = CurveStage.StartFall;
}
break;
case CurveStage.StartFall:
flyPos = cond.GetPositionFromBeat(startBeat + firstBeatsToTravel, secondBeatsToTravel);
transform.position = secondCurve.GetPoint(flyPos);
if (flyPos > 1f) currentCurveStage = CurveStage.Fall;
break;
case CurveStage.Fall:
flyPos = cond.GetPositionFromBeat(startBeat + secondBeatsToTravel + firstBeatsToTravel, thirdBeatsToTravel);
transform.position = thirdCurve.GetPoint(flyPos);
if (flyPos > 1f) GameObject.Destroy(gameObject);
break;
}
}
}
}