HeavenStudio/Assets/Scripts/Games/AirRally/Shuttlecock.cs
minenice55 b1fab52ad9
Integration of Jukebox Library (#451) (#457)
* add Jukebox library

todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol

* make sound, input scheduling, and super curve use double precision

* successfully load charts

* editor works again

v1 riqs can be saved and loaded

* first tempo and volume markers are unmovable

fix loading of charts' easing values

* use gsync / freesync

* update Jukebox refs to SoundByte

* game events use double part 1

Air Rally - Glee Club converted

* don't load song if chart load fails

* finish conversion of all minigames

* remove editor waveform toggle

* timeline now respects added song offset length

clear cache files on app close
prepped notes for dsp sync

* update timeline length when offset changed

* update to latest Jukebox

* make error panel object in global game manager

* improve conductor music scheduling

* added error message box

fix first game events sometimes not playing
2023-06-10 19:17:06 +00:00

127 lines
4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_AirRally
{
public class Shuttlecock : MonoBehaviour
{
[SerializeField] Transform PlayerTarget;
[SerializeField] Transform OtherTarget;
[SerializeField] float TargetHeight;
[SerializeField] float TargetHeightLong;
[SerializeField] ParticleSystem hitEffect;
public double startBeat;
public double flyBeats;
public bool flyType;
bool miss = false;
public float flyPos;
public bool isReturning;
AirRally game;
private void Awake()
{
game = AirRally.instance;
}
void Start()
{
transform.position = OtherTarget.position;
}
// Update is called once per frame
void Update()
{
var cond = Conductor.instance;
Vector3 startPos = isReturning ? PlayerTarget.position : OtherTarget.position;
Vector3 endPos = isReturning ? OtherTarget.position : PlayerTarget.position;
Vector3 lastPos = transform.position;
if (!GetComponent<Rigidbody2D>().simulated)
{
flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
transform.position = Vector3.LerpUnclamped(startPos, endPos, flyPos);
float yMul = flyPos * 2f - 1f;
float yWeight = -(yMul*yMul) + 1f;
transform.position += Vector3.up * yWeight * (flyType ? TargetHeightLong : TargetHeight);
}
// calculates next position
{
float rotation;
if (flyPos > 0.5)
{
Vector3 midPos = Vector3.LerpUnclamped(startPos, endPos, 0.5f);
midPos += Vector3.up * (flyType ? TargetHeightLong : TargetHeight);
Vector3 direction = (transform.position - midPos).normalized;
rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
}
else
{
Vector3 direction = (transform.position - lastPos).normalized;
rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
}
this.transform.eulerAngles = new Vector3(0, 0, rotation - 90f);
}
if (miss && flyPos > 4f)
{
if (cond.GetPositionFromBeat(startBeat, flyBeats + 1) >= 1.0)
{
GameObject.Destroy(gameObject);
return;
}
}
}
public void DoHit(AirRally.DistanceSound distance)
{
ParticleSystem.MainModule main = hitEffect.main;
switch (distance)
{
case AirRally.DistanceSound.close:
main.startSize = 2f;
break;
case AirRally.DistanceSound.far:
main.startSize = 3f;
break;
case AirRally.DistanceSound.farther:
main.startSize = 4f;
break;
case AirRally.DistanceSound.farthest:
main.startSize = 6f;
break;
}
hitEffect.Play();
}
public void DoNearMiss()
{
miss = true;
SoundByte.PlayOneShot("miss");
transform.position = PlayerTarget.position;
Rigidbody2D rb = GetComponent<Rigidbody2D>();
rb.simulated = true;
rb.WakeUp();
rb.velocity = Vector3.zero;
rb.gravityScale = 10f;
rb.AddForce(Vector2.up * 20, ForceMode2D.Impulse);
rb.AddForce(Vector2.right * -10, ForceMode2D.Impulse);
}
public void DoThrough()
{
miss = true;
}
}
}