2018-04-21 14:29:29 +00:00
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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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public class HatTower : MonoBehaviour {
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2018-04-22 13:02:46 +00:00
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public Sprite standardSprite;
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public Sprite alternateSprite;
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2018-04-23 18:09:13 +00:00
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public GameObject projectile;
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public float maxRange = 1.5f;
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public float maxDamage = 4f;
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2018-04-22 13:02:46 +00:00
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2018-04-21 14:29:29 +00:00
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private AudioSource hatSource;
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private SongData songData;
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2018-04-22 12:07:55 +00:00
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private SpriteRenderer spriteRenderer;
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2018-04-21 14:29:29 +00:00
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private float cooldown;
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private float cooldownRemaining = 0;
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2018-04-23 18:09:13 +00:00
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private bool diagonal = false;
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private Vector3[] diagDirections =
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{
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(Vector3.up + Vector3.left) / 1.414f,
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(Vector3.up + Vector3.right) / 1.414f,
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(Vector3.down + Vector3.left) / 1.414f,
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(Vector3.down + Vector3.right) / 1.414f,
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};
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2018-04-21 14:29:29 +00:00
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void Start()
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{
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hatSource = gameObject.GetComponent<AudioSource>();
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songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
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2018-04-22 12:07:55 +00:00
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spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
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2018-04-21 14:29:29 +00:00
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//The period is 30 / bpm
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cooldown = 11 / songData.bpm;
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2018-04-22 12:07:55 +00:00
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//Find next beat
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float nextBeatIn = 30 / songData.bpm - (songData.songTime - (Mathf.Floor(songData.songTime / 30 * songData.bpm) * 30 / songData.bpm));
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InvokeRepeating("OnBeat", nextBeatIn, 30 / songData.bpm);
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2018-04-21 14:29:29 +00:00
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}
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void Update () {
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cooldownRemaining -= Time.deltaTime;
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if (cooldownRemaining <= 0)
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{
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cooldownRemaining = 0;
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2018-04-22 21:05:11 +00:00
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}
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if (Input.GetKeyDown(KeyCode.Z))
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{
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//Calculate the power of the
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//power = Sqrt(Cos(pi * t))
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2018-04-23 18:09:13 +00:00
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float power = Mathf.Abs(Mathf.Cos(songData.songTime * Mathf.PI * songData.bpm / 30)) * ((cooldown - cooldownRemaining) / cooldown);
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2018-04-22 21:05:11 +00:00
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//Play the sound
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hatSource.volume = power;
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hatSource.Play();
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2018-04-23 18:09:13 +00:00
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//Instantiate the projectiles
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if(diagonal)
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{
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foreach(Vector3 direction in diagDirections)
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{
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GameObject proj = Instantiate(projectile, transform.position, transform.rotation);
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proj.transform.localScale = new Vector3(0.5f * power, 0.5f * power, 1);
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SnareCollision sc = proj.GetComponent<SnareCollision>();
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sc.direction = direction;
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sc.maxRange = maxRange * power;
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sc.damage = Mathf.CeilToInt(maxDamage * power);
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}
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}
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else
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{
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foreach(Vector3 direction in new Vector3[] { Vector3.up, Vector3.down, Vector3.left, Vector3.right })
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{
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GameObject proj = Instantiate(projectile, transform.position, transform.rotation);
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proj.transform.localScale = new Vector3(0.5f * power, 0.5f * power, 1);
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SnareCollision sc = proj.GetComponent<SnareCollision>();
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sc.direction = direction;
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sc.maxRange = maxRange * power;
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sc.damage = Mathf.CeilToInt(maxDamage * power);
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}
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}
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diagonal = !diagonal;
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2018-04-22 21:05:11 +00:00
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//Start the cooldown
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cooldownRemaining = cooldown;
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//Change the sprite
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spriteRenderer.sprite = alternateSprite;
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Invoke("OnEndAnimation", Time.fixedDeltaTime * 6);
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2018-04-21 14:29:29 +00:00
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}
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}
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2018-04-22 12:07:55 +00:00
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2018-04-22 13:02:46 +00:00
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void OnEndAnimation()
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{
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spriteRenderer.sprite = standardSprite;
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}
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2018-04-22 12:07:55 +00:00
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void OnBeat()
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{
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2018-04-22 13:02:46 +00:00
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spriteRenderer.color = Color.yellow;
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2018-04-22 12:07:55 +00:00
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Invoke("ResetColor", Time.fixedDeltaTime * 2);
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}
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void ResetColor()
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{
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spriteRenderer.color = Color.white;
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}
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2018-04-21 14:29:29 +00:00
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}
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