Most kick animations and functionality complete

This commit is contained in:
Starpelly
2022-01-02 07:09:15 -05:00
parent 2c2d43ac17
commit 76ed0ee2e9
26 changed files with 5511 additions and 93 deletions

View File

@ -8,12 +8,12 @@ namespace RhythmHeavenMania.Games
{
public bool inList = false;
public int lastState;
private Minigame.Eligible e = new Minigame.Eligible();
public Minigame.Eligible state = new Minigame.Eligible();
public bool isEligible;
public void PlayerActionInit(GameObject g)
{
e.gameObject = g;
state.gameObject = g;
}
// could possibly add support for custom early, perfect, and end times if needed.
@ -47,16 +47,16 @@ namespace RhythmHeavenMania.Games
{
if (!inList)
{
e.early = early;
e.perfect = perfect;
e.late = late;
state.early = early;
state.perfect = perfect;
state.late = late;
eligibleHitsList.Add(e);
eligibleHitsList.Add(state);
inList = true;
}
else
{
Minigame.Eligible es = eligibleHitsList[eligibleHitsList.IndexOf(e)];
Minigame.Eligible es = eligibleHitsList[eligibleHitsList.IndexOf(state)];
es.early = early;
es.perfect = perfect;
es.late = late;
@ -67,7 +67,7 @@ namespace RhythmHeavenMania.Games
{
if (!inList) return;
eligibleHitsList.Remove(e);
eligibleHitsList.Remove(state);
inList = false;
}
@ -79,5 +79,38 @@ namespace RhythmHeavenMania.Games
currentHitInList++;
}
}
// No list
public void StateCheckNoList(float normalizedBeat)
{
if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && lastState == 0)
{
ModifyState(true, false, false);
lastState++;
}
// Perfect State
else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && lastState == 1)
{
ModifyState(false, true, false);
lastState++;
}
// Late State
else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime() && lastState == 2)
{
ModifyState(false, false, true);
lastState++;
}
else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime())
{
// ineligible
}
}
private void ModifyState(bool early, bool perfect, bool late)
{
state.early = early;
state.perfect = perfect;
state.late = late;
}
}
}