HeavenStudio/Assets/Scripts/Games/DoubleDate/Basketball.cs
minenice55 2272416fa7
Double Date Balls (#396)
* al l anims done yay

* make balls follow paths

added FollowPath objects

* added 2 grass and changed sky

* make balls rotate

todo: shadows

* complete SuperCurve

add dropshadows
add weasel hit

* make football stop dropshadow when hit

* finish animation

add scrolling clouds

* tint shader

* oops

* slow down clouds

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-04-22 19:20:01 +00:00

101 lines
3.5 KiB
C#

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 float pathStartBeat = float.MinValue;
private Conductor conductor;
private GameObject shadow;
void Awake()
{
game = DoubleDate.instance;
conductor = Conductor.instance;
}
void Update()
{
float beat = conductor.songPositionInBeats;
float height = 0f;
if (pathStartBeat > float.MinValue)
{
Vector3 pos = GetPathPositionFromBeat(path, Mathf.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, Mathf.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(float beat)
{
game.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Just, Miss, Empty);
path = game.GetPath("BasketBallIn");
UpdateLastRealPos();
pathStartBeat = 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(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(conductor.songPositionInBeats + 3f, delegate
{
Destroy(gameObject);
}),
});
UpdateLastRealPos();
pathStartBeat = conductor.songPositionInBeats;
if (state >= 1f || state <= -1f)
{
path = game.GetPath("BasketBallNg" + (state > 0 ? "Late" : "Early"));
Jukebox.PlayOneShot("miss");
game.Kick(false);
GetComponent<SpriteRenderer>().sortingOrder = 8;
return;
}
Hit();
}
void Hit()
{
UpdateLastRealPos();
pathStartBeat = conductor.songPositionInBeats;
path = game.GetPath("BasketBallJust");
game.Kick();
Jukebox.PlayOneShotGame("doubleDate/kick");
}
void Miss(PlayerActionEvent caller)
{
Jukebox.PlayOneShotGame("doubleDate/weasel_hide");
game.MissKick(pathStartBeat + 2.25f);
}
void Empty(PlayerActionEvent caller) { }
private void OnDestroy() {
if (shadow != null)
{
Destroy(shadow);
}
}
}
}