HeavenStudio/Assets/Scripts/Games/WorkingDough/BGBall.cs
minenice55 caf7d9465f
Play Mode Features Part 1 (#413)
* add pause menu assets

* layout and animation for pause

* make play mode prefab function

re-assign unused class inheritance

* remove filepath

* don't init medals twice

* remove PlayerActionObject

* initial attempt at anti-note lock

TODO: circumvent inputs clearing themselves making the functionality not work

* properly implement input lock prevention

* fix error on editor open

* functional pause menu

* bugfix

* make unpausing not reset current play statistics

* serialize initializer components in inspector instead of procedurally generating

* sanity check

* note for fade

* make flashes in the camera prefabs instead of in world space

remove / reorganize script files
address issue #411

* fix bug with perfect campaign

make minigame transitions hide the game canvas
adjust animation of the song credits textbox

* fully functional intro scene (placeholder for future title screen)

refactored entire game loading procedure
re-organized some files

* add interaction query to disclaimer text

* reword legal

* anchor section medals to section display

more tempo change placement controls

* operation order bugfix

* prep for future ratings and stats

* loading text

* autoload opening scene

* splash screen adjustments

added setting to force enable splash screen

* adjust setting entry
2023-05-07 20:33:15 +00:00

60 lines
1.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_WorkingDough
{
public class BGBall : MonoBehaviour
{
public float startBeat;
public float firstBeatsToTravel = 3f;
public float secondBeatsToTravel = 1f;
public float thirdBeatsToTravel = 3f;
public enum CurveStage
{
Conveyer = 0,
StartFall = 1,
Fall = 2
}
public CurveStage currentCurveStage;
[NonSerialized] public BezierCurve3D firstCurve;
[NonSerialized] public BezierCurve3D secondCurve;
[NonSerialized] public BezierCurve3D thirdCurve;
private void Update()
{
var cond = Conductor.instance;
float flyPos = 0f;
switch (currentCurveStage)
{
case CurveStage.Conveyer:
flyPos = cond.GetPositionFromBeat(startBeat, firstBeatsToTravel);
transform.position = firstCurve.GetPoint(flyPos);
if (flyPos > 1f)
{
currentCurveStage = CurveStage.StartFall;
}
break;
case CurveStage.StartFall:
flyPos = cond.GetPositionFromBeat(startBeat + firstBeatsToTravel, secondBeatsToTravel);
transform.position = secondCurve.GetPoint(flyPos);
if (flyPos > 1f) currentCurveStage = CurveStage.Fall;
break;
case CurveStage.Fall:
flyPos = cond.GetPositionFromBeat(startBeat + secondBeatsToTravel + firstBeatsToTravel, thirdBeatsToTravel);
transform.position = thirdCurve.GetPoint(flyPos);
if (flyPos > 1f) GameObject.Destroy(gameObject);
break;
}
}
}
}