caf7d9465f
* 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
60 lines
1.9 KiB
C#
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|