Implemented falling :(

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Rapandrasmus 2023-06-22 22:27:23 +02:00
parent 1c8000c581
commit 837b52fcbd
5 changed files with 537 additions and 1 deletions

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@ -15,7 +15,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
Umbrella = 3
}
private double startBeat;
private double endBeat;
[NonSerialized] public double endBeat;
[NonSerialized] public AgbPlatformHandler handler;
private Animator anim;
@ -35,6 +35,8 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
private bool stopped;
private Sound kickSound;
[SerializeField] private GameObject fallYan;
private bool playYanIsFalling;
private double playYanFallBeat;
public void StartInput(double beat, double hitBeat)
{
@ -139,6 +141,13 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
ResetInput();
}
}
if (playYanIsFalling)
{
float normalizedFallBeat = cond.GetPositionFromBeat(playYanFallBeat, 2);
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInQuad);
float newPlayYanY = func(0, -12, normalizedFallBeat);
fallYan.transform.localPosition = new Vector3(0, newPlayYanY);
}
}
}
@ -149,6 +158,19 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
if (kickSound != null) kickSound.Delete();
}
public void Disappear(double beat)
{
anim.DoScaledAnimationAsync("Destroy", 0.5f);
SoundByte.PlayOneShotGame("nightWalkAgb/disappear");
if (fallYan.activeSelf)
{
SoundByte.PlayOneShotGame("nightWalkAgb/fall");
playYanIsFalling = true;
playYanFallBeat = beat;
Update();
}
}
private void ResetInput()
{
double newStartBeat = endBeat + (handler.platformCount * 0.5f);
@ -194,6 +216,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
else
{
handler.StopAll();
handler.DestroyPlatforms(caller.timer + caller.startBeat + 2, endBeat - 3, endBeat + 6);
SoundByte.PlayOneShotGame("nightWalkAgb/wot");
game.playYan.Hide();
fallYan.SetActive(true);

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@ -78,6 +78,23 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
}
}
public void DestroyPlatforms(double startBeat, double firstBeat, double lastBeat)
{
List<AgbPlatform> platformsToDestroy = allPlatforms.FindAll(x => x.endBeat >= firstBeat && x.endBeat <= lastBeat);
platformsToDestroy.Sort((x, y) => x.endBeat.CompareTo(y.endBeat));
List<BeatAction.Action> actions = new();
for (int i = 0; i < platformsToDestroy.Count; i++)
{
AgbPlatform currentPlatformToDdestroy = platformsToDestroy[i];
double fallBeat = startBeat + i;
actions.Add(new BeatAction.Action(fallBeat, delegate
{
currentPlatformToDdestroy.Disappear(fallBeat);
}));
}
BeatAction.New(gameObject, actions);
}
public void RaiseHeight(double beat, int lastUnits, int currentUnits)
{
raiseBeat = beat;