HeavenStudio/Assets/Scripts/Games/DogNinja/SpawnHalves.cs
AstrlJelly 374f438f8c
Dog Ninja Rework (#767)
* 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
2024-03-10 00:36:41 +00:00

51 lines
1.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Scripts_DogNinja
{
// this code sucks but i don't wanna touch it. it works fine enough. sorry!
public class SpawnHalves : MonoBehaviour
{
public double startBeat;
public Vector3 objPos;
public bool lefty;
float bpmModifier;
double songPos;
[SerializeField] float rotSpeed;
[Header("References")]
[SerializeField] BezierCurve3D fallLeftCurve;
[SerializeField] BezierCurve3D fallRightCurve;
BezierCurve3D curve;
public SpriteRenderer sr;
private void Start()
{
bpmModifier = Conductor.instance.songBpm / 100;
songPos = Conductor.instance.songPositionInBeatsAsDouble;
curve = lefty ? fallRightCurve : fallLeftCurve;
}
private void Update()
{
float flyPosHalves = (Conductor.instance.GetPositionFromBeat(songPos, 3f) * Conductor.instance.GetPositionFromBeat(songPos, 2f)) + Conductor.instance.GetPositionFromBeat(songPos, 1f);
flyPosHalves = (flyPosHalves * 0.2f) + 0.35f;
transform.position = curve.GetPoint(flyPosHalves) + objPos;
float rot = rotSpeed;
rot *= lefty ? bpmModifier : -1 * bpmModifier;
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (rot * Time.deltaTime));
// clean-up logic
if (flyPosHalves > 1f) {
Destroy(gameObject);
}
}
}
}