b1fab52ad9
* 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
63 lines
2.1 KiB
C#
63 lines
2.1 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_WorkingDough
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{
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public enum FlyingStage
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{
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EnteringUp = 0,
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EnteringDown = 1,
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ExitingUp = 2,
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ExitingDown = 3
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}
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public class NPCDoughBall : MonoBehaviour
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{
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public double startBeat;
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public FlyingStage currentFlyingStage = FlyingStage.EnteringUp;
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[NonSerialized] public BezierCurve3D enterUpCurve;
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[NonSerialized] public BezierCurve3D enterDownCurve;
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[NonSerialized] public BezierCurve3D exitUpCurve;
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[NonSerialized] public BezierCurve3D exitDownCurve;
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private void Update()
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{
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var cond = Conductor.instance;
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float flyPos = 0f;
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switch (currentFlyingStage) {
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case FlyingStage.EnteringUp:
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flyPos = cond.GetPositionFromBeat(startBeat, 0.5f);
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transform.position = enterUpCurve.GetPoint(flyPos);
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if (flyPos > 1f) currentFlyingStage = FlyingStage.EnteringDown;
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break;
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case FlyingStage.EnteringDown:
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flyPos = cond.GetPositionFromBeat(startBeat + 0.5f, 0.5f);
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transform.position = enterDownCurve.GetPoint(flyPos);
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if (flyPos > 1f) currentFlyingStage = FlyingStage.ExitingUp;
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break;
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case FlyingStage.ExitingUp:
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flyPos = cond.GetPositionFromBeat(startBeat + 1f, 0.5f);
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transform.position = exitUpCurve.GetPoint(flyPos);
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if (flyPos > 1f) currentFlyingStage = FlyingStage.ExitingDown;
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break;
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case FlyingStage.ExitingDown:
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flyPos = cond.GetPositionFromBeat(startBeat + 1.5f, 0.5f);
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transform.position = exitDownCurve.GetPoint(flyPos);
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if (flyPos > 1f) GameObject.Destroy(gameObject);
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break;
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}
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}
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}
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}
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