HeavenStudio/Assets/Scripts/Games/WorkingDough/NPCDoughBall.cs
Rapandrasmus d68e71775a
CNR API Internal Rework (#488)
* Prep stuff

* Tweezers now spawn in

* Started converting tweezers

* I hate <1 beat intervals

* Actually nvm

* fixed a bug

* You can chain intervals now, stack them if you really wanted

* Pass turn checks if crhandlerinstance exists

* Fixed hairs being deleted by onion switch

* Rockers rerewritten

* working dough rerewritten
2023-06-28 04:51:53 +00:00

42 lines
1.2 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 NPCDoughBall : SuperCurveObject
{
private double startBeat = double.MinValue;
private Path path;
[SerializeField] private GameObject gandw;
public void Init(double beat, bool hasGandw)
{
startBeat = beat;
path = WorkingDough.instance.GetPath("NPCBall");
if (gandw != null) gandw.SetActive(hasGandw);
Update();
}
private void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
double beat = cond.songPositionInBeats;
if (startBeat > double.MinValue)
{
Vector3 pos = GetPathPositionFromBeat(path, Math.Max(beat, startBeat), startBeat);
if (startBeat <= beat) transform.position = pos;
else transform.position = new Vector3(-80, -80);
if (beat >= startBeat + 2) Destroy(gameObject);
}
}
}
}
}