mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 12:57:39 +02:00
Scoring System Preparation (#235)
* add calculation for accuracy * record accuracy for playthrough * implement forced miss scoring to some games
This commit is contained in:
@ -9,6 +9,7 @@ namespace HeavenStudio.Games
|
||||
public class Minigame : MonoBehaviour
|
||||
{
|
||||
public static float earlyTime = 0.07f, perfectTime = 0.04f, aceEarlyTime = 0.01f, aceLateTime = 0.01f, lateTime = 0.04f, endTime = 0.07f;
|
||||
public static float rankHiThreshold = 0.8f, rankOkThreshold = 0.6f;
|
||||
[SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences;
|
||||
|
||||
public List<Minigame.Eligible> EligibleHits = new List<Minigame.Eligible>();
|
||||
@ -171,7 +172,7 @@ namespace HeavenStudio.Games
|
||||
|
||||
public static float AceStartTime()
|
||||
{
|
||||
return 1f + ScaleTimingMargin(aceEarlyTime);
|
||||
return 1f - ScaleTimingMargin(aceEarlyTime);
|
||||
}
|
||||
|
||||
public static float AceEndTime()
|
||||
@ -250,6 +251,11 @@ namespace HeavenStudio.Games
|
||||
return null;
|
||||
}
|
||||
|
||||
public void ScoreMiss(double weight = 1f)
|
||||
{
|
||||
GameManager.instance.ScoreInputAccuracy(0, true, weight);
|
||||
}
|
||||
|
||||
private void OnDestroy() {
|
||||
foreach (var evt in scheduledInputs)
|
||||
{
|
||||
|
Reference in New Issue
Block a user