HeavenStudio/Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs
Slaith 40dbb70bb5 Refactored Space Soccer scripts
most of the refactoring is in the ball script, and the changes for the kicker and space soccer scripts are mostly in response to the refactoring.
2022-02-25 23:29:17 -08:00

66 lines
2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.SpaceSoccer
{
public class SpaceSoccer : Minigame
{
[Header("Components")]
[SerializeField] private GameObject ballRef;
[SerializeField] private List<Kicker> kickers;
[SerializeField] private GameObject Background;
[SerializeField] private Sprite[] backgroundSprite;
[Header("Properties")]
[SerializeField] private bool ballDispensed;
public static SpaceSoccer instance { get; private set; }
private void Awake()
{
instance = this;
}
private void Start()
{
/*for (int x = 0; x < Random.Range(9, 12); x++)
{
for (int y = 0; y < Random.Range(6, 9); y++)
{
GameObject test = new GameObject("test");
test.transform.parent = Background.transform;
test.AddComponent<SpriteRenderer>().sprite = backgroundSprite[Random.Range(0, 2)];
test.GetComponent<SpriteRenderer>().sortingOrder = -50;
test.transform.localPosition = new Vector3(Random.Range(-15f, 15f), Random.Range(-15f, 15f));
test.transform.localScale = new Vector3(0.52f, 0.52f);
}
}*/
}
private void Update()
{
}
public void Dispense(float beat)
{
for (int i = 0; i < kickers.Count; i++)
{
Kicker kicker = kickers[i];
if (i == 0) kicker.player = true;
if (kicker.ball != null) return;
ballDispensed = true;
GameObject ball = Instantiate(ballRef, transform);
ball.SetActive(true);
Ball ball_ = ball.GetComponent<Ball>();
ball_.Init(kicker, beat);
}
}
}
}