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beat-td/Assets/Scripts/SnareTower.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SnareTower : MonoBehaviour {
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public Sprite standardSprite;
public Sprite alternateSprite;
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private AudioSource snareSource;
private SongData songData;
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private SpriteRenderer spriteRenderer;
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private float cooldown;
private float cooldownRemaining = 0;
void Start()
{
snareSource = gameObject.GetComponent<AudioSource>();
songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
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spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
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//The period is 120 / bpm
cooldown = 44 / songData.bpm;
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//Find next beat
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float nextBeatIn = 180 / songData.bpm - (songData.songTime - (Mathf.Floor(songData.songTime / 120 * songData.bpm) * 120 / songData.bpm));
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InvokeRepeating("OnBeat", nextBeatIn, 120 / songData.bpm);
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}
void Update () {
cooldownRemaining -= Time.deltaTime;
if (cooldownRemaining <= 0)
{
cooldownRemaining = 0;
if (Input.GetKeyDown(KeyCode.C))
{
//Calculate the power of the
//power = Sqrt(Cos(pi * t))
float power = Mathf.Pow(Mathf.Abs(Mathf.Sin(songData.songTime * Mathf.PI * songData.bpm / 120)), 2);
//Play the sound
snareSource.Play();
//Start the cooldown
cooldownRemaining = cooldown;
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//Change the sprite
spriteRenderer.sprite = alternateSprite;
Invoke("OnEndAnimation", Time.fixedDeltaTime * 10);
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}
}
}
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void OnEndAnimation()
{
spriteRenderer.sprite = standardSprite;
}
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void OnBeat()
{
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spriteRenderer.color = Color.yellow;
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Invoke("ResetColor", Time.fixedDeltaTime * 2);
}
void ResetColor()
{
spriteRenderer.color = Color.white;
}
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}