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beat-td/Assets/Scripts/KickTower.cs

70 lines
2.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class KickTower : MonoBehaviour {
public Sprite standardSprite;
public Sprite alternateSprite;
public GameObject collisionObject;
private AudioSource kickSource;
private SongData songData;
private SpriteRenderer spriteRenderer;
private float cooldown;
private float cooldownRemaining = 0;
void Start()
{
kickSource = gameObject.GetComponent<AudioSource>();
songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
//The period is 120 / bpm
cooldown = 44 / songData.bpm;
//Find next beat
float nextBeatIn = 120 / songData.bpm - (songData.songTime - (Mathf.Floor(songData.songTime / 120 * songData.bpm) * 120 / songData.bpm));
InvokeRepeating("OnBeat", nextBeatIn, 120 / songData.bpm);
}
void Update () {
cooldownRemaining -= Time.deltaTime;
if (cooldownRemaining <= 0)
{
cooldownRemaining = 0;
}
if (Input.GetKeyDown(KeyCode.X))
{
//Calculate the power of the
//power = Sqrt(Cos(pi * t))
float power = Mathf.Pow(Mathf.Abs(Mathf.Cos(songData.songTime * Mathf.PI * songData.bpm / 120)) * ((cooldown - cooldownRemaining) / cooldown), 2);
//Create the hitbox based on the power
GameObject hit = Instantiate(collisionObject, transform.position, transform.rotation);
hit.transform.localScale = new Vector3(power * 1.5f, power * 1.5f, 1);
//Play the sound
kickSource.volume = power;
kickSource.Play();
//Start the cooldown
cooldownRemaining = cooldown;
//Change the sprite
spriteRenderer.sprite = alternateSprite;
Invoke("OnEndAnimation", Time.fixedDeltaTime * 20);
}
}
void OnEndAnimation()
{
spriteRenderer.sprite = standardSprite;
}
void OnBeat()
{
spriteRenderer.color = Color.yellow;
Invoke("ResetColor", Time.fixedDeltaTime * 2);
}
void ResetColor()
{
spriteRenderer.color = Color.white;
}
}