Improved inputs (A SHIT MORE DYNAMIC BETWEEN GAMES) and a whole lot cleaner code in general

This commit is contained in:
Braedon
2022-01-17 00:00:26 -05:00
parent e735f1ccaf
commit 6a05f31506
16 changed files with 405 additions and 774 deletions

View File

@ -11,39 +11,43 @@ namespace RhythmHeavenMania.Games
public Minigame.Eligible state = new Minigame.Eligible();
public bool isEligible;
public void PlayerActionInit(GameObject g)
public List<Minigame.Eligible> eligibleHitsList = new List<Minigame.Eligible>();
public void PlayerActionInit(GameObject g, float createBeat, List<Minigame.Eligible> eligibleHitsList)
{
state.gameObject = g;
state.createBeat = createBeat;
this.eligibleHitsList = eligibleHitsList;
}
// could possibly add support for custom early, perfect, and end times if needed.
public void StateCheck(float normalizedBeat, List<Minigame.Eligible> eligibleHitsList)
public void StateCheck(float normalizedBeat)
{
if (!isEligible) return;
if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && lastState == 0)
{
MakeEligible(true, false, false, eligibleHitsList);
MakeEligible(true, false, false);
lastState++;
}
// Perfect State
else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && lastState == 1)
{
MakeEligible(false, true, false, eligibleHitsList);
MakeEligible(false, true, false);
lastState++;
}
// Late State
else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime() && lastState == 2)
{
MakeEligible(false, false, true, eligibleHitsList);
MakeEligible(false, false, true);
lastState++;
}
else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime())
{
MakeInEligible(eligibleHitsList);
MakeInEligible();
}
}
public void MakeEligible(bool early, bool perfect, bool late, List<Minigame.Eligible> eligibleHitsList)
public void MakeEligible(bool early, bool perfect, bool late)
{
if (!inList)
{
@ -63,7 +67,7 @@ namespace RhythmHeavenMania.Games
}
}
public void MakeInEligible(List<Minigame.Eligible> eligibleHitsList)
public void MakeInEligible()
{
if (!inList) return;
@ -71,12 +75,13 @@ namespace RhythmHeavenMania.Games
inList = false;
}
public void RemoveObject(int currentHitInList, List<Minigame.Eligible> EligibleHits)
public void RemoveObject(int currentHitInList, bool destroyObject = false)
{
if (currentHitInList < EligibleHits.Count)
if (currentHitInList < eligibleHitsList.Count)
{
EligibleHits.Remove(EligibleHits[currentHitInList]);
eligibleHitsList.Remove(eligibleHitsList[currentHitInList]);
currentHitInList++;
if (destroyObject) Destroy(this.gameObject);
}
}
@ -112,5 +117,10 @@ namespace RhythmHeavenMania.Games
state.perfect = perfect;
state.late = late;
}
private void OnDestroy()
{
MakeInEligible();
}
}
}