bb2ae74339
* 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
127 lines
4 KiB
C#
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;
|
|
}
|
|
}
|
|
}
|
|
|