address input lockout

- removes redundant code from PlayerActionObject which would actually lock out timing windows
This commit is contained in:
minenice55
2022-08-14 00:34:19 -04:00
parent 99b2294561
commit 33e2da9f9e
3 changed files with 40 additions and 24 deletions

View File

@ -9,7 +9,6 @@ namespace HeavenStudio.Games
public class PlayerActionObject : MonoBehaviour
{
public bool inList = false;
public int lastState;
public Minigame.Eligible state = new Minigame.Eligible();
public List<Minigame.Eligible> eligibleHitsList = new List<Minigame.Eligible>();
@ -50,7 +49,6 @@ namespace HeavenStudio.Games
public void ResetState()
{
lastState = 0;
ResetAce();
}
@ -58,22 +56,19 @@ namespace HeavenStudio.Games
public void StateCheck(float normalizedBeat, bool autoPlay = false)
{
CheckForAce(normalizedBeat, autoPlay);
if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && lastState == 0)
if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime())
{
MakeEligible(true, false, false);
lastState++;
}
// Perfect State
else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && lastState == 1)
else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime())
{
MakeEligible(false, true, false);
lastState++;
}
// Late State
else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime() && lastState == 2)
else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime())
{
MakeEligible(false, false, true);
lastState++;
}
else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime())
{
@ -126,22 +121,19 @@ namespace HeavenStudio.Games
public void StateCheckNoList(float normalizedBeat)
{
CheckForAce(normalizedBeat);
if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && lastState == 0)
if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime())
{
ModifyState(true, false, false);
lastState++;
}
// Perfect State
else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && lastState == 1)
else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime())
{
ModifyState(false, true, false);
lastState++;
}
// Late State
else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime() && lastState == 2)
else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime())
{
ModifyState(false, false, true);
lastState++;
}
else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime())
{