HeavenStudio/Assets/Scripts/Games/Fireworks/FireworksBomb.cs
minenice55 caf7d9465f
Play Mode Features Part 1 (#413)
* 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
2023-05-07 20:33:15 +00:00

68 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Scripts_Fireworks
{
public class FireworksBomb : MonoBehaviour
{
public BezierCurve3D curve;
public bool applause;
private bool exploded;
private Fireworks game;
private float startBeat;
private Animator anim;
void Awake()
{
game = Fireworks.instance;
anim = GetComponent<Animator>();
}
public void Init(float beat)
{
game.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Just, Out, Out);
startBeat = beat;
}
void Update()
{
var cond = Conductor.instance;
if (exploded) return;
float flyPos = cond.GetPositionFromBeat(startBeat, 1f);
transform.position = curve.GetPoint(flyPos);
if (flyPos > 2) Destroy(gameObject);
}
void Just(PlayerActionEvent caller, float state)
{
anim.DoScaledAnimationAsync("ExplodeBomb", 0.25f);
exploded = true;
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat + 3f, delegate { Destroy(gameObject); })
});
if (state >= 1f || state <= -1f)
{
Jukebox.PlayOneShotGame("fireworks/miss");
return;
}
Success(caller);
}
void Success(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame("fireworks/taikoExplode");
game.FadeFlashColor(Color.white, new Color(1, 1, 1, 0), 0.5f);
if (applause) Jukebox.PlayOneShot("applause", caller.timer + caller.startBeat + 1f);
}
void Out(PlayerActionEvent caller) { }
}
}