mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-11 04:05:11 +00:00
8760412bb2
Spaceball has been improved, you can now hit multiple balls at a time. Fork Lifter and Karate Man need this update soon as well. No idea why I did it the way I did. Time jumping also has been improved by pausing. Dynamic editor themes for custom theme support, however that won't be implemented until later.
149 lines
No EOL
4.7 KiB
C#
149 lines
No EOL
4.7 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 : MonoBehaviour
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{
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public float startBeat;
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private Animator anim;
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private int lastState;
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private bool inList = false;
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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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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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}
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private void Update()
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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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if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && lastState == 0)
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{
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MakeEligible(true, false, false);
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lastState++;
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}
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// Perfect State
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else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && lastState == 1)
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{
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MakeEligible(false, true, false);
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lastState++;
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}
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// Late State
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else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime() && lastState == 2)
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{
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MakeEligible(false, false, true);
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lastState++;
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}
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else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime())
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{
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MakeInEligible();
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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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if (PlayerInput.Pressed())
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{
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if (e.perfect)
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{
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Jukebox.PlayOneShotGame("spaceball/hit");
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Holder.transform.DOLocalMove(new Vector3(Random.Range(5, 18), 0, -600), 4f).SetEase(Ease.Linear);
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Holder.transform.GetChild(0).gameObject.AddComponent<Rotate>().rotateSpeed = -245;
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this.enabled = false;
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gameObject.GetComponent<Animator>().enabled = false;
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}
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else if (e.late || e.early)
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{
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Holder.transform.GetChild(0).gameObject.AddComponent<Rotate>().rotateSpeed = -55;
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this.enabled = false;
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gameObject.GetComponent<Animator>().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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}
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}
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public void MakeEligible(bool early, bool perfect, bool late)
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{
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// print($"{early}, {perfect}, {late}");
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if (!inList)
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{
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e.early = early;
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e.perfect = perfect;
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e.late = late;
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SpaceballPlayer.instance.EligibleHits.Add(e);
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inList = true;
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}
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else
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{
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Minigame.Eligible es = SpaceballPlayer.instance.EligibleHits[SpaceballPlayer.instance.EligibleHits.IndexOf(e)];
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es.early = early;
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es.perfect = perfect;
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es.late = late;
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}
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}
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public void MakeInEligible()
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{
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if (!inList) return;
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SpaceballPlayer.instance.EligibleHits.Remove(e);
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inList = false;
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}
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}
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} |