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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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6ac919a232
However the new input system has a bug where if you press with two events eligible for a press, both of them interact. I don't know whether to fix this or not.
137 lines
No EOL
3.9 KiB
C#
137 lines
No EOL
3.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using RhythmHeavenMania.Util;
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using DG.Tweening;
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namespace RhythmHeavenMania.Games.Spaceball
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{
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public class SpaceballBall : PlayerActionObject
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{
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public float startBeat;
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public Animator anim;
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public bool high;
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private Minigame.Eligible e = new Minigame.Eligible();
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public GameObject Holder;
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public SpriteRenderer Sprite;
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public bool hit;
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public float hitBeat;
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public Vector3 hitPos;
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public float hitRot;
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public float randomEndPosX;
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private void Start()
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{
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anim = GetComponent<Animator>();
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e.gameObject = this.gameObject;
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float rot = Random.Range(0, 360);
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Sprite.gameObject.transform.eulerAngles = new Vector3(0, 0, rot);
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// PlayerActionInit(this.gameObject, startBeat, Spaceball.instance.EligibleHits);
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isEligible = true;
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}
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public override void OnAce()
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{
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this.Hit();
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}
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private void Hit()
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{
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hit = true;
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hitBeat = Conductor.instance.songPositionInBeats;
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hitPos = Holder.transform.localPosition;
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hitRot = Holder.transform.eulerAngles.z;
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Jukebox.PlayOneShotGame("spaceball/hit");
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randomEndPosX = Random.Range(40f, 55f);
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anim.enabled = false;
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SpaceballPlayer.instance.Swing(this);
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}
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private void Miss()
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{
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Holder.transform.GetChild(0).gameObject.AddComponent<Rotate>().rotateSpeed = -55;
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enabled = false;
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anim.enabled = false;
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Rigidbody2D rb = gameObject.AddComponent<Rigidbody2D>();
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rb.bodyType = RigidbodyType2D.Dynamic;
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rb.AddForce(transform.up * 1100);
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rb.AddForce(transform.right * 400);
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rb.gravityScale = 9;
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Jukebox.PlayOneShot("miss");
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}
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private void Update()
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{
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if (hit)
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{
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float nba = Conductor.instance.GetLoopPositionFromBeat(hitBeat, 14);
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Holder.transform.localPosition = Vector3.Lerp(hitPos, new Vector3(randomEndPosX, 0f, -600f), nba);
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Holder.transform.eulerAngles = Vector3.Lerp(new Vector3(0, 0, hitRot), new Vector3(0, 0, -2260), nba);
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}
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else
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{
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float beatLength = 1f;
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if (high) beatLength = 2f;
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float normalizedBeatAnim = Conductor.instance.GetLoopPositionFromBeat(startBeat, beatLength + 0.15f);
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// print(normalizedBeatAnim + " " + Time.frameCount);
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if (high)
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{
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anim.Play("BallHigh", 0, normalizedBeatAnim);
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}
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else
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{
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anim.Play("BallLow", 0, normalizedBeatAnim);
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}
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anim.speed = 0;
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float normalizedBeat = Conductor.instance.GetLoopPositionFromBeat(startBeat, beatLength);
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StateCheck(normalizedBeat);
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if (PlayerInput.Pressed())
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{
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if (state.perfect)
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{
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Hit();
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}
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else if (state.notPerfect())
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{
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Miss();
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}
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}
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// too lazy to make a proper fix for this
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float endTime = 1.2f;
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if (high) endTime = 1.1f;
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if (normalizedBeat > endTime)
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{
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Jukebox.PlayOneShotGame("spaceball/fall");
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Instantiate(Spaceball.instance.Dust, Spaceball.instance.Dust.transform.parent).SetActive(true);
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Destroy(this.gameObject);
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}
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}
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}
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}
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} |