mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-18 06:20:03 +00:00
118 lines
No EOL
3.8 KiB
C#
118 lines
No EOL
3.8 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
using DG.Tweening;
|
|
|
|
namespace HeavenStudio.Games.Scripts_KarateMan
|
|
{
|
|
// Physics in Rhythm Heaven Mania? nah im just fuckin lazy
|
|
public class BarrelDestroyEffect : MonoBehaviour
|
|
{
|
|
public SpriteRenderer SpriteRenderer;
|
|
private Rigidbody2D rb2d;
|
|
private BoxCollider2D col;
|
|
public int spriteIndex;
|
|
public int index;
|
|
|
|
public bool combo;
|
|
|
|
|
|
public GameObject shadow;
|
|
|
|
public void Init()
|
|
{
|
|
SpriteRenderer = this.gameObject.GetComponent<SpriteRenderer>();
|
|
SpriteRenderer.sprite = KarateMan.instance.BarrelSprites[spriteIndex];
|
|
|
|
rb2d = this.gameObject.AddComponent<Rigidbody2D>();
|
|
rb2d.gravityScale = 11;
|
|
rb2d.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
|
|
// rb2d.interpolation = RigidbodyInterpolation2D.Interpolate;
|
|
|
|
float yRange = 0;
|
|
float xRange = Random.Range(500, 800);
|
|
|
|
switch (index)
|
|
{
|
|
case 0:
|
|
yRange = Random.Range(400, 1500);
|
|
break;
|
|
case 1:
|
|
yRange = Random.Range(200, 700);
|
|
break;
|
|
case 2:
|
|
yRange = Random.Range(300, 1200);
|
|
break;
|
|
case 3:
|
|
yRange = Random.Range(300, 1200);
|
|
break;
|
|
case 4:
|
|
yRange = Random.Range(300, 1200);
|
|
break;
|
|
case 5:
|
|
yRange = Random.Range(300, 1200);
|
|
break;
|
|
case 6:
|
|
yRange = Random.Range(300, 1200);
|
|
break;
|
|
case 7:
|
|
yRange = Random.Range(500, 1600);
|
|
break;
|
|
}
|
|
if (combo)
|
|
{
|
|
yRange = Random.Range(800, 1600);
|
|
xRange = Random.Range(200, 500);
|
|
}
|
|
|
|
rb2d.AddForce(Vector3.up * yRange);
|
|
rb2d.AddForce(Vector3.right * xRange);
|
|
// this.gameObject.AddComponent<Rotate>().rotateSpeed = Random.Range(60, 450);
|
|
|
|
col = this.gameObject.AddComponent<BoxCollider2D>();
|
|
|
|
PhysicsMaterial2D mat = new PhysicsMaterial2D();
|
|
mat.bounciness = 0;
|
|
|
|
col.sharedMaterial = mat;
|
|
col.offset = new Vector2(-0.0574677f, -0.07480353f);
|
|
col.size = new Vector2(0.5694333f, 1.912059f);
|
|
|
|
StartCoroutine(FadeOut());
|
|
|
|
gameObject.name = "barrel_p";
|
|
}
|
|
|
|
private void OnCollisionEnter2D(Collision2D collision)
|
|
{
|
|
if (collision.gameObject.name != "barrel_p")
|
|
{
|
|
Destroy(rb2d);
|
|
Destroy(col);
|
|
}
|
|
else
|
|
{
|
|
Physics2D.IgnoreCollision(collision.collider, col);
|
|
}
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if (rb2d != null)
|
|
this.transform.eulerAngles = new Vector3(0, 0, rb2d.velocity.magnitude * 4);
|
|
|
|
shadow.transform.localPosition = new Vector3(this.transform.localPosition.x, shadow.transform.localPosition.y);
|
|
}
|
|
|
|
private IEnumerator FadeOut()
|
|
{
|
|
yield return new WaitForSeconds(Conductor.instance.secPerBeat * 3);
|
|
var shadowSprite = shadow.GetComponent<SpriteRenderer>();
|
|
var fadeColor = shadowSprite.color;
|
|
fadeColor.a = 0;
|
|
SpriteRenderer.DOColor(new Color(1, 1, 1, 0), Conductor.instance.secPerBeat * 3).OnComplete(delegate { Destroy(this.gameObject); });
|
|
shadowSprite.DOColor(fadeColor, Conductor.instance.secPerBeat * 3).OnComplete(delegate { Destroy(shadow); });
|
|
}
|
|
}
|
|
} |