HeavenStudio/Assets/Scripts/Games/WorkingDough/NPCDoughBall.cs
minenice55 b1fab52ad9
Integration of Jukebox Library (#451) (#457)
* 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
2023-06-10 19:17:06 +00:00

63 lines
2.1 KiB
C#

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