ebeea121ed
I just moved everything that was in start to awake. There are a few other changes I made, like using init functions rather than awake in scripts that depended on something that was initialized in another script's awake (to make sure things always happen in the right order), as well as some other stuff in some specific minigames
143 lines
4.5 KiB
C#
143 lines
4.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_KarateMan
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{
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public class Bomb : PlayerActionObject
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{
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private Animator anim;
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private float startBeat;
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private float hitBeat;
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private float missBeat;
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public bool kicked;
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private bool missed;
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private bool eligible;
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public GameObject Holder;
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public GameObject RotHolder;
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private Vector3 lastRot;
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public GameObject shadow;
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private float shadowY;
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[Header("Curves")]
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[SerializeField] private AnimationCurve outCurve;
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[SerializeField] private AnimationCurve shadowHitCurve;
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private void Awake()
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{
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anim = GetComponent<Animator>();
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startBeat = Conductor.instance.songPositionInBeats;
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eligible = true;
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PlayerActionInit(this.gameObject, startBeat);
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}
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public override void OnAce()
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{
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Hit();
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}
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private void Update()
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{
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shadow.transform.localPosition = new Vector3(Holder.transform.localPosition.x, shadow.transform.localPosition.y);
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if (!kicked)
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{
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if (!missed)
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{
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float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, 1.25f);
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anim.Play("BombOut", 0, normalizedBeatAnim);
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anim.speed = 0;
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 0.75f);
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StateCheckNoList(normalizedBeat);
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RotHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(0, -90, outCurve.Evaluate(normalizedBeatAnim)));
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lastRot = RotHolder.transform.eulerAngles;
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shadowY = shadow.transform.localPosition.y;
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if (normalizedBeat > 1.5f)
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{
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eligible = false;
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// explode animation
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if (normalizedBeat > 4)
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Destroy(this.gameObject);
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}
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if (PlayerInput.PressedUp())
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{
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if (state.perfect)
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{
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Hit();
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}
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else
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{
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Miss();
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}
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}
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}
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else
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{
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float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(missBeat, 1f);
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anim.Play("BombMiss", 0, normalizedBeatAnim);
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anim.speed = 0;
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RotHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastRot.z, lastRot.z - 180, normalizedBeatAnim));
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if (normalizedBeatAnim > 2)
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{
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Destroy(this.gameObject);
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}
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}
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}
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else
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{
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float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(hitBeat, 3f);
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anim.Play("BombHit", 0, normalizedBeatAnim);
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anim.speed = 0;
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RotHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastRot.z, lastRot.z - 180, normalizedBeatAnim));
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shadow.transform.localPosition = new Vector3(shadow.transform.localPosition.x, Mathf.Lerp(shadowY, 0.881f, shadowHitCurve.Evaluate(normalizedBeatAnim)));
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shadow.transform.localScale = Holder.transform.localScale;
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if (normalizedBeatAnim > 1)
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{
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Destroy(this.gameObject);
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}
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}
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}
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public void Hit()
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{
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KarateJoe.instance.HitEffectF(new Vector3(0.9f, 2.0549f));
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Jukebox.PlayOneShotGame("karateman/bombKick");
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hitBeat = Conductor.instance.songPositionInBeats;
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kicked = true;
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RotHolder.transform.eulerAngles = lastRot;
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KarateJoe.instance.ResetKick();
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KarateJoe.instance.AnimPlay("Kick");
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}
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public void Miss()
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{
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missBeat = Conductor.instance.songPositionInBeats;
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missed = true;
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Jukebox.PlayOneShot("miss");
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KarateJoe.instance.ResetKick();
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KarateJoe.instance.AnimPlay("Kick");
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}
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}
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} |