mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 05:35:08 +00:00
caf7d9465f
* 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
67 lines
1.9 KiB
C#
67 lines
1.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using NaughtyBezierCurves;
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namespace HeavenStudio.Games.Scripts_Fireworks
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{
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public class FireworksBomb : MonoBehaviour
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{
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public BezierCurve3D curve;
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public bool applause;
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private bool exploded;
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private Fireworks game;
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private float startBeat;
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private Animator anim;
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void Awake()
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{
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game = Fireworks.instance;
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anim = GetComponent<Animator>();
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}
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public void Init(float beat)
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{
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game.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Just, Out, Out);
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startBeat = beat;
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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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if (exploded) return;
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float flyPos = cond.GetPositionFromBeat(startBeat, 1f);
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transform.position = curve.GetPoint(flyPos);
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if (flyPos > 2) Destroy(gameObject);
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}
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void Just(PlayerActionEvent caller, float state)
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{
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anim.DoScaledAnimationAsync("ExplodeBomb", 0.25f);
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exploded = true;
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(startBeat + 3f, delegate { Destroy(gameObject); })
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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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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/taikoExplode");
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game.FadeFlashColor(Color.white, new Color(1, 1, 1, 0), 0.5f);
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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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