3892e3e46c
* fixed not being able to whiff in tap trial * bored meeting fixes * more board meeting fix * ww now uses z axis instead of scale * Inputs are now reworked in mahou tsukai * Fixed the particle effect
79 lines
2.2 KiB
C#
79 lines
2.2 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_WizardsWaltz
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{
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public class Wizard : MonoBehaviour
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{
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public Animator animator;
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public GameObject shadow;
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private WizardsWaltz game;
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private float songPos;
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public void Init()
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{
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game = WizardsWaltz.instance;
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}
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void Update()
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{
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songPos = (float)(Conductor.instance.songPositionInBeatsAsDouble - game.wizardBeatOffset);
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var am = game.beatInterval / 2f;
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var x = Mathf.Sin(Mathf.PI * songPos / am) * game.xRange;
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var y = Mathf.Cos(Mathf.PI * songPos / am) * game.yRange;
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var z = Mathf.Cos(Mathf.PI * songPos / am) * game.zRange;
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//var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
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transform.position = new Vector3(x, 3f - y * 0.5f, z);
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shadow.transform.position = new Vector3(x, game.plantYOffset + y * 1.5f, z);
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/*var xscale = scale;
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if (y > 0) xscale *= -1;
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transform.localScale = new Vector3(xscale, scale, 1);
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shadow.transform.localScale = new Vector3(scale, scale, 1);*/
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transform.localScale = new Vector3((y > 0) ? -1 : 1, 1, 1);
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}
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private void LateUpdate()
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{
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if (PlayerInput.Pressed(true))
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{
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animator.Play("Magic", 0, 0);
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SoundByte.PlayOneShotGame("wizardsWaltz/wand");
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}
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}
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public void Idle()
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{
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animator.Play("Idle", 0, 0);
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}
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public void Magic(Plant plant, bool hit)
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{
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animator.Play("Magic", 0, 0);
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if(plant == null)
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{
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// TODO: Play empty A press sound
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return;
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}
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if (hit)
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{
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SoundByte.PlayOneShotGame("wizardsWaltz/grow");
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plant.Bloom();
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game.girl.Happy();
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}
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else
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{
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SoundByte.PlayOneShot("miss");
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plant.Eat();
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game.girl.Sad();
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}
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}
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}
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} |