mirror of
https://github.com/Steffo99/beat-td.git
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70 lines
2.2 KiB
C#
70 lines
2.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class KickTower : MonoBehaviour {
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public Sprite standardSprite;
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public Sprite alternateSprite;
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public GameObject collisionObject;
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private AudioSource kickSource;
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private SongData songData;
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private SpriteRenderer spriteRenderer;
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private float cooldown;
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private float cooldownRemaining = 0;
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void Start()
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{
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kickSource = gameObject.GetComponent<AudioSource>();
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songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
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spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
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//The period is 120 / bpm
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cooldown = 44 / songData.bpm;
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//Find next beat
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float nextBeatIn = 120 / 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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}
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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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}
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if (Input.GetKeyDown(KeyCode.X))
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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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float power = Mathf.Pow(Mathf.Abs(Mathf.Cos(songData.songTime * Mathf.PI * songData.bpm / 120)) * ((cooldown - cooldownRemaining) / cooldown), 2);
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//Create the hitbox based on the power
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GameObject hit = Instantiate(collisionObject, transform.position, transform.rotation);
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hit.transform.localScale = new Vector3(power * 1.5f, power * 1.5f, 1);
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//Play the sound
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kickSource.volume = power;
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kickSource.Play();
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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 * 20);
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}
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}
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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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void OnBeat()
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{
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spriteRenderer.color = Color.yellow;
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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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}
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