HeavenStudio/Assets/Scripts/Games/AirRally/Shuttlecock.cs
Rapandrasmus fc5614dae2
Air Rally Rework/Finalization (#512)
* smol tweaks

* air rally is now recursive and has the bg sheet

* everything has been reworked now

* oopsie

* toss + constant anims

* catch

* catch and alt ba bum bum bum

* day/night cycle, needs accurate colors

* enter, daynight fixes and start on cloud density options

* cloud density options

* fixes

* islands basics

* islands progress

* island tweaks

* more tweaks

* final tweaks

* Birds implemented

* snowflakes, cloud speed changes, snowflake speed changes and forward pose

* rainbow added, so gay

* el background clouds

* oop

* boat and balloons

* Trees added

* reduced tree amounts

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-07-31 02:32:04 +00:00

145 lines
4.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using System;
namespace HeavenStudio.Games.Scripts_AirRally
{
public class Shuttlecock : MonoBehaviour
{
[SerializeField] Transform PlayerTarget;
[SerializeField] Transform OtherTarget;
[SerializeField] float TargetHeight;
[SerializeField] float TargetHeightLong;
[SerializeField] float TargetHeightToss = 2.5f;
[SerializeField] ParticleSystem hitEffect;
private Rigidbody2D rb;
[NonSerialized] public double startBeat;
[NonSerialized] public double flyBeats;
[NonSerialized] public bool flyType;
bool miss = false;
[NonSerialized] public float flyPos;
[NonSerialized] public bool isReturning;
[NonSerialized] public bool isTossed = false;
AirRally game;
private void Awake()
{
game = AirRally.instance;
rb = GetComponent<Rigidbody2D>();
}
void Start()
{
transform.position = OtherTarget.position;
}
// Update is called once per frame
void Update()
{
var cond = Conductor.instance;
Vector3 startPos = isReturning ? PlayerTarget.position : OtherTarget.position;
Vector3 endPos = isReturning ? OtherTarget.position : PlayerTarget.position;
if (isTossed)
{
startPos = OtherTarget.position;
endPos = OtherTarget.position;
}
Vector3 lastPos = transform.position;
if (!rb.simulated)
{
flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
transform.position = Vector3.LerpUnclamped(startPos, endPos, flyPos);
float yMul = flyPos * 2f - 1f;
float yWeight = -(yMul*yMul) + 1f;
if (isTossed) transform.position += Vector3.up * yWeight * TargetHeightToss;
else transform.position += Vector3.up * yWeight * (flyType ? TargetHeightLong : TargetHeight);
}
// calculates next position
{
float rotation;
if (isTossed)
{
rotation = Mathf.Lerp(90, -90, flyPos);
}
else
{
if (flyPos > 0.5)
{
Vector3 midPos = Vector3.LerpUnclamped(startPos, endPos, 0.5f);
midPos += Vector3.up * (flyType ? TargetHeightLong : TargetHeight);
Vector3 direction = (transform.position - midPos).normalized;
rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
}
else
{
Vector3 direction = (transform.position - lastPos).normalized;
rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
}
}
this.transform.eulerAngles = new Vector3(0, 0, rotation - 90f);
}
if (miss && flyPos > 4f)
{
if (cond.GetPositionFromBeat(startBeat, flyBeats + 1) >= 1.0)
{
GameObject.Destroy(gameObject);
return;
}
}
}
public void DoHit(AirRally.DistanceSound distance)
{
ParticleSystem.MainModule main = hitEffect.main;
switch (distance)
{
case AirRally.DistanceSound.close:
main.startSize = 2f;
break;
case AirRally.DistanceSound.far:
main.startSize = 3f;
break;
case AirRally.DistanceSound.farther:
main.startSize = 4f;
break;
case AirRally.DistanceSound.farthest:
main.startSize = 6f;
break;
}
hitEffect.Play();
}
public void DoNearMiss()
{
miss = true;
SoundByte.PlayOneShot("miss");
transform.position = PlayerTarget.position;
Rigidbody2D rb = GetComponent<Rigidbody2D>();
rb.simulated = true;
rb.WakeUp();
rb.velocity = Vector3.zero;
rb.gravityScale = 10f;
rb.AddForce(Vector2.up * 20, ForceMode2D.Impulse);
rb.AddForce(Vector2.right * -10, ForceMode2D.Impulse);
}
public void DoThrough()
{
miss = true;
}
}
}