374f438f8c
* nearly the entire dog ninja rework lol. didn't think it would be this easy just a few more things to fix and we're good * fix some things, add NOT WORKING updater * final optimizations and fixes damn i didn't think the preparing stuff would be such a big deal * actual last fixes + ass buns
51 lines
1.6 KiB
C#
51 lines
1.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System;
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using UnityEngine;
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using NaughtyBezierCurves;
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namespace HeavenStudio.Games.Scripts_DogNinja
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{
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// this code sucks but i don't wanna touch it. it works fine enough. sorry!
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public class SpawnHalves : MonoBehaviour
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{
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public double startBeat;
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public Vector3 objPos;
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public bool lefty;
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float bpmModifier;
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double songPos;
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[SerializeField] float rotSpeed;
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[Header("References")]
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[SerializeField] BezierCurve3D fallLeftCurve;
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[SerializeField] BezierCurve3D fallRightCurve;
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BezierCurve3D curve;
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public SpriteRenderer sr;
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private void Start()
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{
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bpmModifier = Conductor.instance.songBpm / 100;
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songPos = Conductor.instance.songPositionInBeatsAsDouble;
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curve = lefty ? fallRightCurve : fallLeftCurve;
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}
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private void Update()
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{
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float flyPosHalves = (Conductor.instance.GetPositionFromBeat(songPos, 3f) * Conductor.instance.GetPositionFromBeat(songPos, 2f)) + Conductor.instance.GetPositionFromBeat(songPos, 1f);
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flyPosHalves = (flyPosHalves * 0.2f) + 0.35f;
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transform.position = curve.GetPoint(flyPosHalves) + objPos;
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float rot = rotSpeed;
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rot *= lefty ? bpmModifier : -1 * bpmModifier;
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (rot * Time.deltaTime));
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// clean-up logic
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if (flyPosHalves > 1f) {
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Destroy(gameObject);
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}
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}
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}
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}
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