mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-24 10:35:16 +00:00
105 lines
No EOL
3.7 KiB
C#
105 lines
No EOL
3.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games
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{
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using Scripts_SpaceSoccer;
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public class SpaceSoccer : Minigame
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{
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[Header("Components")]
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[SerializeField] private GameObject ballRef;
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[SerializeField] private List<Kicker> kickers;
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[SerializeField] private GameObject Background;
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[SerializeField] private Sprite[] backgroundSprite;
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[Header("Properties")]
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[SerializeField] private bool ballDispensed; //unused
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public static SpaceSoccer instance { get; private set; }
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private void Awake()
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{
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instance = this;
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}
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private void Start()
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{
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/*for (int x = 0; x < Random.Range(9, 12); x++)
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{
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for (int y = 0; y < Random.Range(6, 9); y++)
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{
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GameObject test = new GameObject("test");
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test.transform.parent = Background.transform;
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test.AddComponent<SpriteRenderer>().sprite = backgroundSprite[Random.Range(0, 2)];
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test.GetComponent<SpriteRenderer>().sortingOrder = -50;
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test.transform.localPosition = new Vector3(Random.Range(-15f, 15f), Random.Range(-15f, 15f));
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test.transform.localScale = new Vector3(0.52f, 0.52f);
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}
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}*/
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}
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private void Update()
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{
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}
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public override void OnGameSwitch(float beat)
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{
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foreach(Beatmap.Entity entity in GameManager.instance.Beatmap.entities)
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{
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if(entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine.
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{
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break;
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}
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if(entity.datamodel != "spaceSoccer/ball dispense" || entity.beat + entity.length <= beat) //check for dispenses that happen right before the switch
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{
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continue;
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}
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Dispense(entity.beat, false);
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break;
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}
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}
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public void Dispense(float beat, bool playSound = true)
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{
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ballDispensed = true;
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for (int i = 0; i < kickers.Count; i++)
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{
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Kicker kicker = kickers[i];
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if (i == 0) kicker.player = true;
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if (kicker.ball != null) return;
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GameObject ball = Instantiate(ballRef, transform);
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ball.SetActive(true);
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Ball ball_ = ball.GetComponent<Ball>();
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ball_.Init(kicker, beat);
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if (kicker.player && playSound)
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{
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DispenseSound(beat);
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}
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}
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}
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public static void DispenseSound(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("spaceSoccer/dispenseNoise", beat),
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new MultiSound.Sound("spaceSoccer/dispenseTumble1", beat),
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new MultiSound.Sound("spaceSoccer/dispenseTumble2", beat + 0.25f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble2B",beat + 0.25f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble3", beat + 0.75f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble4", beat + 1f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble5", beat + 1.25f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble6", beat + 1.5f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble6B",beat + 1.75f),
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}, forcePlay:true);
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}
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}
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} |