HeavenStudio/Assets/Scripts/Games/Spaceball/Spaceball.cs
Slaith ebeea121ed Moved all minigame initialization to Awake()
I just moved everything that was in start to awake. There are a few other changes I made, like using init functions rather than awake in scripts that depended on something that was initialized in another script's awake (to make sure things always happen in the right order), as well as some other stuff in some specific minigames
2022-03-25 19:08:46 -07:00

190 lines
6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games
{
using Scripts_Spaceball;
public class Spaceball : Minigame
{
public enum CostumeType {
Standard,
Bunny,
SphereHead
}
public GameObject Ball;
public GameObject BallsHolder;
public GameObject Dispenser;
public GameObject Dust;
private float lastCamDistance;
private float currentZoomCamBeat;
private float currentZoomCamLength;
private float currentZoomCamDistance;
private int currentZoomIndex;
public Sprite[] Balls;
private List<Beatmap.Entity> allCameraEvents = new List<Beatmap.Entity>();
public Alien alien;
private EasingFunction.Ease lastEase;
public static Spaceball instance { get; set; }
public override void OnGameSwitch(float beat)
{
for (int i = 1; i < BallsHolder.transform.childCount; i++)
Destroy(BallsHolder.transform.GetChild(i).gameObject);
GameCamera.instance.camera.orthographic = false;
if (EligibleHits.Count > 0)
EligibleHits.RemoveRange(0, EligibleHits.Count);
}
public override void OnTimeChange()
{
UpdateCameraZoom();
}
private void Awake()
{
instance = this;
var camEvents = EventCaller.GetAllInGameManagerList("spaceball", new string[] { "camera" });
List<Beatmap.Entity> tempEvents = new List<Beatmap.Entity>();
for (int i = 0; i < camEvents.Count; i++)
{
if (camEvents[i].beat + camEvents[i].beat >= Conductor.instance.songPositionInBeats)
{
tempEvents.Add(camEvents[i]);
}
}
allCameraEvents = tempEvents;
UpdateCameraZoom(); // can't believe this shit actually works
}
private void Update()
{
if (allCameraEvents.Count > 0)
{
if (currentZoomIndex < allCameraEvents.Count && currentZoomIndex >= 0)
{
if (Conductor.instance.songPositionInBeats >= allCameraEvents[currentZoomIndex].beat)
{
UpdateCameraZoom();
currentZoomIndex++;
}
}
float normalizedBeat = Conductor.instance.GetPositionFromBeat(currentZoomCamBeat, currentZoomCamLength);
if (normalizedBeat >= 0)
{
if (normalizedBeat > 1)
{
GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, currentZoomCamDistance);
}
else
{
if (currentZoomCamLength < 0)
{
GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, currentZoomCamDistance);
}
else
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
float newPosZ = func(lastCamDistance, currentZoomCamDistance, normalizedBeat);
GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, newPosZ);
}
}
}
else
{
// ?
GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, -10f);
}
}
}
private void UpdateCameraZoom()
{
if (allCameraEvents.Count == 0)
currentZoomCamDistance = -10;
if (currentZoomIndex < allCameraEvents.Count && currentZoomIndex >= 0)
{
if (currentZoomIndex - 1 >= 0)
lastCamDistance = allCameraEvents[currentZoomIndex - 1].valA * -1;
else
{
if (currentZoomIndex == 0)
lastCamDistance = -10;
else
lastCamDistance = allCameraEvents[0].valA * -1;
}
currentZoomCamBeat = allCameraEvents[currentZoomIndex].beat;
currentZoomCamLength = allCameraEvents[currentZoomIndex].length;
float dist = allCameraEvents[currentZoomIndex].valA * -1;
if (dist > 0)
currentZoomCamDistance = 0;
else
currentZoomCamDistance = dist;
lastEase = allCameraEvents[currentZoomIndex].ease;
}
}
public void OverrideCurrentZoom()
{
// lastCamDistance = GameCamera.instance.camera.transform.localPosition.z;
}
public void Shoot(float beat, bool high, int type)
{
GameObject ball = Instantiate(Ball);
ball.transform.parent = Ball.transform.parent;
ball.SetActive(true);
ball.GetComponent<SpaceballBall>().startBeat = beat;
if (high)
{
ball.GetComponent<SpaceballBall>().high = true;
Jukebox.PlayOneShotGame("spaceball/longShoot");
}
else
{
Jukebox.PlayOneShotGame("spaceball/shoot");
}
if (type == 1)
{
ball.GetComponent<SpaceballBall>().Sprite.sprite = Balls[1];
}
Dispenser.GetComponent<Animator>().Play("DispenserShoot", 0, 0);
}
public void PrepareDispenser()
{
Dispenser.GetComponent<Animator>().Play("DispenserPrepare", 0, 0);
}
public void Costume(int type)
{
SpaceballPlayer.instance.SetCostume(type);
}
}
}