mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-27 03:53:01 +00:00
4c4d0a7a7a
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
110 lines
4 KiB
C#
110 lines
4 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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namespace HeavenStudio.Games.Scripts_Fireworks
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{
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public class Rocket : MonoBehaviour
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{
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[SerializeField] ParticleSystem particleBarelyEffect;
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[SerializeField] private List<ParticleSystem> particleEffects = new List<ParticleSystem>();
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[SerializeField] ParticleSystem selectedParticleEffect;
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[SerializeField] Animator anim;
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public bool isSparkler;
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private Fireworks game;
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public float startBeat;
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public bool applause;
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private bool exploded;
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private float startY;
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public float offSet;
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[SerializeField] List<ParticleSystem> mixedCircularPS = new List<ParticleSystem>();
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[SerializeField] Sprite GreenOne;
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[SerializeField] Sprite GreenTwo;
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[SerializeField] Sprite BlueOne;
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[SerializeField] Sprite BlueTwo;
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[SerializeField] Sprite RedOne;
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[SerializeField] Sprite RedTwo;
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void Awake()
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{
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game = Fireworks.instance;
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List<string> colors = new List<string>()
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{
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"Green",
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"Red",
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"Blue"
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};
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for (int i = 0; i < mixedCircularPS.Count; i++)
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{
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var ts = mixedCircularPS[i].textureSheetAnimation;
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var pickedColor = colors[UnityEngine.Random.Range(0, colors.Count)];
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switch (pickedColor)
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{
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case "Green":
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ts.AddSprite(GreenOne);
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ts.AddSprite(GreenTwo);
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break;
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case "Red":
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ts.AddSprite(RedOne);
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ts.AddSprite(RedTwo);
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break;
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case "Blue":
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ts.AddSprite(BlueOne);
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ts.AddSprite(BlueTwo);
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break;
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default:
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ts.AddSprite(GreenOne);
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ts.AddSprite(GreenTwo);
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break;
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}
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colors.Remove(pickedColor);
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}
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}
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public void Init(float beat, int explosionToChoose)
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{
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startBeat = beat;
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startY = transform.position.y - offSet;
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game.ScheduleInput(beat, isSparkler ? 1f : 3f, InputType.STANDARD_DOWN, Just, Out, Out);
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anim.DoScaledAnimationAsync(isSparkler ? "Sparkler" : "Rocket", isSparkler ? 1f : 0.5f);
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selectedParticleEffect = particleEffects[explosionToChoose];
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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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float normalizedBeat = cond.GetPositionFromBeat(startBeat, isSparkler ? 1f : 3f);
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if (!exploded && cond.isPlaying && !cond.isPaused)
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.Linear);
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float newPosY = func(startY, 7f - offSet, normalizedBeat * (isSparkler ? 0.5f : 0.4f));
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transform.position = new Vector3(transform.position.x, newPosY, transform.position.z);
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}
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if (normalizedBeat > 3f && !selectedParticleEffect.isPlaying) Destroy(gameObject);
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}
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void Just(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f)
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{
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Jukebox.PlayOneShotGame("fireworks/miss");
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particleBarelyEffect.Play();
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anim.gameObject.SetActive(false);
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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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Jukebox.PlayOneShotGame("fireworks/explode_5");
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selectedParticleEffect.Play();
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anim.gameObject.SetActive(false);
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if (applause) Jukebox.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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