HeavenStudioPlus/Assets/Scripts/Games/DoubleDate/Basketball.cs
minenice55 72d555fc1d Auto-Swing (#827)
* BurstLinq

make BGM resync when changing pitch (to test)

* autoswing

some game implementations, most games already work fine

* more game tweaks

* 16th note swing

more game fixes
make pitch change resync optional in the API

* suppress some common warnings

* Update Credits.txt
2024-04-07 04:55:08 +00:00

104 lines
3.7 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_DoubleDate
{
public class Basketball : SuperCurveObject
{
private DoubleDate game;
private SuperCurveObject.Path path;
private double pathStartBeat = double.MinValue;
private Conductor conductor;
private GameObject shadow;
private bool _jump;
void Awake()
{
game = DoubleDate.instance;
conductor = Conductor.instance;
}
void Update()
{
double beat = conductor.unswungSongPositionInBeatsAsDouble;
double height = 0f;
if (pathStartBeat > double.MinValue)
{
Vector3 pos = GetPathPositionFromBeat(path, Math.Max(beat, pathStartBeat), out height, pathStartBeat);
transform.position = pos;
float rot = GetPathValue("rot");
transform.rotation = Quaternion.Euler(0f, 0f, transform.rotation.eulerAngles.z - (rot * Time.deltaTime * (1f/conductor.pitchedSecPerBeat)));
}
shadow.transform.position = new Vector3(transform.position.x, (float) Math.Min(transform.position.y - height, game.floorHeight), transform.position.z);
shadow.transform.localScale = Vector3.one * Mathf.Clamp(((transform.position.y) - game.shadowDepthScaleMin) / (game.shadowDepthScaleMax - game.shadowDepthScaleMin), 0f, 1f);
}
public void Init(double beat, bool shouldJump)
{
_jump = shouldJump;
game.ScheduleInput(beat, 1f, DoubleDate.InputAction_FlickPress, Just, Miss, Empty);
path = game.GetPath("BasketBallIn");
UpdateLastRealPos();
pathStartBeat = Conductor.instance.GetUnSwungBeat(beat - 1f);
Vector3 pos = GetPathPositionFromBeat(path, pathStartBeat, pathStartBeat);
transform.position = pos;
gameObject.SetActive(true);
shadow = game.MakeDropShadow();
shadow.transform.position = new Vector3(transform.position.x, Mathf.Min(game.floorHeight, transform.position.y - offset.y), transform.position.z);
shadow.SetActive(true);
}
void Just(PlayerActionEvent caller, float state)
{
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(conductor.songPositionInBeatsAsDouble + 3f, delegate
{
Destroy(gameObject);
}),
});
UpdateLastRealPos();
pathStartBeat = conductor.unswungSongPositionInBeatsAsDouble;
if (state >= 1f || state <= -1f)
{
path = game.GetPath("BasketBallNg" + (state > 0 ? "Late" : "Early"));
SoundByte.PlayOneShot("miss");
game.Kick(false);
GetComponent<SpriteRenderer>().sortingOrder = 8;
return;
}
Hit();
}
void Hit()
{
UpdateLastRealPos();
pathStartBeat = conductor.unswungSongPositionInBeatsAsDouble;
path = game.GetPath("BasketBallJust");
game.Kick(true, false, true, _jump);
SoundByte.PlayOneShotGame("doubleDate/kick");
}
void Miss(PlayerActionEvent caller)
{
SoundByte.PlayOneShotGame("doubleDate/weasel_hide");
game.MissKick(pathStartBeat + 2.25f);
}
void Empty(PlayerActionEvent caller) { }
private void OnDestroy() {
if (shadow != null)
{
Destroy(shadow);
}
}
}
}