mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-13 05:05:08 +00:00
b1fab52ad9
* 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
79 lines
No EOL
2.1 KiB
C#
79 lines
No EOL
2.1 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Scripts_WizardsWaltz
|
|
{
|
|
public class Wizard : MonoBehaviour
|
|
{
|
|
public Animator animator;
|
|
public GameObject shadow;
|
|
|
|
private float newBeat = 0;
|
|
private int beats = 0;
|
|
|
|
private WizardsWaltz game;
|
|
private float songPos;
|
|
|
|
public void Init()
|
|
{
|
|
game = WizardsWaltz.instance;
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
songPos = (float)(Conductor.instance.songPositionInBeatsAsDouble - game.wizardBeatOffset);
|
|
var am = game.beatInterval / 2f;
|
|
var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
|
|
var y = Mathf.Cos(Mathf.PI * songPos / am);
|
|
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
|
|
|
|
transform.position = new Vector3(x, 3f - y * 0.5f, 0);
|
|
shadow.transform.position = new Vector3(x, -3f + y * 1.5f, 0);
|
|
|
|
var xscale = scale;
|
|
if (y > 0) xscale *= -1;
|
|
transform.localScale = new Vector3(xscale, scale, 1);
|
|
shadow.transform.localScale = new Vector3(scale, scale, 1);
|
|
}
|
|
|
|
private void LateUpdate()
|
|
{
|
|
if (PlayerInput.Pressed(true))
|
|
{
|
|
animator.Play("Magic", 0, 0);
|
|
SoundByte.PlayOneShotGame("wizardsWaltz/wand");
|
|
}
|
|
}
|
|
|
|
public void Idle()
|
|
{
|
|
animator.Play("Idle", 0, 0);
|
|
}
|
|
|
|
public void Magic(Plant plant, bool hit)
|
|
{
|
|
animator.Play("Magic", 0, 0);
|
|
|
|
if(plant == null)
|
|
{
|
|
// TODO: Play empty A press sound
|
|
return;
|
|
}
|
|
if (hit)
|
|
{
|
|
SoundByte.PlayOneShotGame("wizardsWaltz/grow");
|
|
plant.Bloom();
|
|
game.girl.Happy();
|
|
}
|
|
else
|
|
{
|
|
SoundByte.PlayOneShot("miss");
|
|
plant.Eat();
|
|
game.girl.Sad();
|
|
}
|
|
}
|
|
|
|
}
|
|
} |