Further input latency fixes

This commit is contained in:
Starpelly
2021-12-24 21:37:03 -05:00
parent 58ea8d5e4c
commit db79325393
7 changed files with 73 additions and 27 deletions

View File

@ -38,43 +38,38 @@ namespace RhythmHeavenMania.Games.ForkLifter
private void Update()
{
float normalizedBeatAnim = (Conductor.instance.GetLoopPositionFromBeat(startBeat, 2.5f));
float normalizedBeatAnim = Conductor.instance.GetLoopPositionFromBeat(startBeat, 2.5f);
anim.Play("Flicked_Object", -1, normalizedBeatAnim);
anim.speed = 0;
float normalizedBeat = (Conductor.instance.GetLoopPositionFromBeat(startBeat, 2f));
float normalizedBeat = Conductor.instance.GetLoopPositionFromBeat(startBeat, 2f);
float earlyTime = Minigame.earlyTime * 2;
float perfectTime = Minigame.perfectTime * 2;
float lateTime = Minigame.lateTime * 2;
float endTime = Minigame.endTime * 2;
print(normalizedBeat + " " + perfectTime);
print(normalizedBeat + " " + Minigame.PerfectTime());
// Early State
if (normalizedBeat > earlyTime && normalizedBeat < perfectTime && estate <= 1)
if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && estate <= 1)
{
MakeEligible(true, false, false);
estate++;
}
// Perfect State
else if (normalizedBeat > perfectTime && normalizedBeat < lateTime && pstate <= 1)
else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && pstate <= 1)
{
MakeEligible(false, true, false);
pstate++;
}
// Late State
else if (normalizedBeat > lateTime && normalizedBeat < endTime && lstate <= 1)
else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime() && lstate <= 1)
{
MakeEligible(false, false, true);
lstate++;
}
else if (normalizedBeat < earlyTime || normalizedBeat > endTime)
else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime())
{
MakeInEligible();
}
if (normalizedBeat > endTime && endstate <= 1)
if (normalizedBeat > Minigame.EndTime() && endstate <= 1)
{
endstate++;
Jukebox.PlayOneShot("audience/disappointed");