mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 11:27:39 +02:00
ScheduleInput Method added, tests awaiting
This commit is contained in:
@ -1,63 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_CoinToss
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{
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public class Coin : PlayerActionObject
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{
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public float startBeat;
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public bool audienceReacting;
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void Awake()
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{
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PlayerActionInit(this.gameObject, startBeat);
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}
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public override void OnAce()
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{
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Hit();
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}
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void Update()
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{
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//Make sure there's no overlapping coin cues.
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if (CoinToss.instance.current_coin != this.gameObject) Destroy(this.gameObject);
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if (Conductor.instance.GetPositionFromBeat(startBeat, 1f) >= 6.3f)
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MissCoin();
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 6f);
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StateCheck(normalizedBeat);
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if (PlayerInput.Pressed())
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{
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if (state.perfect)
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{
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Hit();
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} else
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{
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CoinToss.instance.Catch_Empty();
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}
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}
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}
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public void Hit()
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{
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if(CoinToss.instance.isThrowing)
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{
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CoinToss.instance.Catch_Success(audienceReacting);
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Destroy(this.gameObject);
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}
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}
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public void MissCoin()
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{
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CoinToss.instance.Catch_Miss(audienceReacting);
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Destroy(this.gameObject);
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}
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}
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}
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@ -25,7 +25,7 @@ namespace HeavenStudio.Games.Loaders
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namespace HeavenStudio.Games
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{
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using Scripts_CoinToss;
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//using Scripts_CoinToss;
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public class CoinToss : Minigame
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{
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@ -37,77 +37,76 @@ namespace HeavenStudio.Games
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public static CoinToss instance { get; set; }
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public Boolean isThrowing;
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public GameObject coin_cue;
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public GameObject current_coin;
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public bool audienceReacting;
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[Header("Animators")]
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public Animator handAnimator;
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public PlayerActionEvent coin;
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private void Awake()
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{
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instance = this;
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isThrowing = false;
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current_coin = null;
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coin = null;
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}
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private void Update()
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{
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//pass
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//nothing
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}
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private void LateUpdate()
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{
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//pass
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//nothing
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}
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public void TossCoin(float beat, bool audienceReacting)
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{
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if (coin != null) return;
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//Play sound and animations
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Jukebox.PlayOneShotGame("coinToss/throw");
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handAnimator.Play("Throw", 0, 0);
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//Game state says the hand is throwing the coin
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isThrowing = true;
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//Delete the current coin to clean up overlapping instances
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if(current_coin != null)
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this.audienceReacting = audienceReacting;
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coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
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}
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public void CatchSuccess(int state)
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{
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if (state != 1)
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{
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Destroy(current_coin);
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current_coin = null;
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CatchMiss();
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return;
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}
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//Create a new coin to throw
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GameObject coin = Instantiate(coin_cue);
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coin.SetActive(true);
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Coin c = coin.GetComponent<Coin>();
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c.startBeat = beat;
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c.audienceReacting = audienceReacting;
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current_coin = coin;
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}
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public void Catch_Success(bool audienceReacting)
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{
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Jukebox.PlayOneShotGame("coinToss/catch");
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if(audienceReacting) Jukebox.PlayOneShotGame("coinToss/applause");
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if(this.audienceReacting) Jukebox.PlayOneShotGame("coinToss/applause");
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handAnimator.Play("Catch_success", 0, 0);
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isThrowing = false;
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isThrowing = false;
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}
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public void Catch_Miss(bool audienceReacting)
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public void CatchMiss()
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{
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Jukebox.PlayOneShotGame("coinToss/miss");
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if(audienceReacting) Jukebox.PlayOneShotGame("coinToss/disappointed");
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if(this.audienceReacting) Jukebox.PlayOneShotGame("coinToss/disappointed");
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handAnimator.Play("Pickup", 0, 0);
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isThrowing = false;
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}
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public void Catch_Empty()
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public void CatchEmpty()
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{
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handAnimator.Play("Catch_empty", 0, 0);
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isThrowing = false;
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coin.CanHit(false);
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}
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}
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}
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@ -21,6 +21,48 @@ namespace HeavenStudio.Games
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public float createBeat;
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}
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/**
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* Schedule an Input for a later time in the minigame. Executes the methods put in parameters
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*
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* float startBeat : When the scheduling started (In beats)
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* float timer : How many beats later should the input be recorded
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* InputType inputType : The type of the input that's expected (Press, release, A, B, Directions..)
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* ActionEventCallbackState OnHit : Method to run if the Input has been Hit
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* ActionEventCallback OnMiss : Method to run if the Input has been Missed
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* ActionEventCallback OnBlank : Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much)
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*/
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public PlayerActionEvent ScheduleInput(float startBeat,
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float timer,
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InputType inputType,
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PlayerActionEvent.ActionEventCallbackState OnHit,
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PlayerActionEvent.ActionEventCallback OnMiss,
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PlayerActionEvent.ActionEventCallback OnBlank)
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{
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GameObject evtObj = new GameObject("ActionEvent" + (startBeat+timer));
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evtObj.AddComponent<PlayerActionEvent>();
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PlayerActionEvent evt = evtObj.GetComponent<PlayerActionEvent>();
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evt.startBeat = startBeat;
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evt.timer = timer;
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evt.inputType = inputType;
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evt.OnHit = OnHit;
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evt.OnMiss = OnMiss;
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evt.OnBlank = OnBlank;
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evt.canHit = true;
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evt.enabled = true;
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evt.transform.parent = this.transform.parent;
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//Instantiate(evtObj);
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evtObj.SetActive(true);
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return evt;
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}
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// hopefully these will fix the lowbpm problem
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public static float EarlyTime()
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{
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138
Assets/Scripts/Games/PlayerActionEvent.cs
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138
Assets/Scripts/Games/PlayerActionEvent.cs
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@ -0,0 +1,138 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using HeavenStudio.Util;
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using Starpelly;
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namespace HeavenStudio.Games
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{
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public class PlayerActionEvent : PlayerActionObject
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{
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public delegate void ActionEventCallback();
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public delegate void ActionEventCallbackState(int state);
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public ActionEventCallbackState OnHit; //Function to trigger when an input has been done perfectly
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public ActionEventCallback OnMiss; //Function to trigger when an input has been missed
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public ActionEventCallback OnBlank; //Function to trigger when an input has been recorded while this is pending
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public float startBeat;
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public float timer;
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public bool canHit = true;
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public bool enabled = true;
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public InputType inputType;
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public void setHitCallback(ActionEventCallbackState OnHit)
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{
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this.OnHit = OnHit;
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}
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public void setMissCallback(ActionEventCallback OnMiss)
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{
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this.OnMiss = OnMiss;
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}
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public void Enable() { enabled = true; }
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public void Disable() { enabled = false; }
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public void CanHit(bool canHit)
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{
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this.canHit = canHit;
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}
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public void Update()
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{
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if(!Conductor.instance.NotStopped()){CleanUp();} // If the song is stopped entirely in the editor, destroy itself as we don't want duplicates
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat,timer);
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StateCheck(normalizedBeat);
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if (normalizedBeat > Minigame.LateTime()) Miss();
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if (IsCorrectInput())
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{
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if (state.perfect)
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{
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Hit(1);
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}
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else if (state.early)
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{
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Hit(0);
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}
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else if (state.late)
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{
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Hit(2);
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}
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else
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{
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Blank();
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}
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}
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}
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public bool IsCorrectInput()
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{
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return (
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(PlayerInput.Pressed() && inputType == InputType.STANDARD_DOWN) ||
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(PlayerInput.AltPressed() && inputType == InputType.STANDARD_ALT_DOWN) ||
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(PlayerInput.GetAnyDirectionDown() && inputType == InputType.DIRECTION_DOWN) ||
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(PlayerInput.PressedUp() && inputType == InputType.STANDARD_UP) ||
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(PlayerInput.AltPressedUp() && inputType == InputType.STANDARD_ALT_UP) ||
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(PlayerInput.GetAnyDirectionUp() && inputType == InputType.DIRECTION_UP)
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);
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}
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//For the Autoplay
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public override void OnAce()
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{
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Hit(1);
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}
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//The state parameter is either 0 -> Early, 1 -> Perfect, 2 -> Late
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public void Hit(int state)
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{
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if (OnHit != null && enabled)
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{
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if(canHit)
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{
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OnHit(state);
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CleanUp();
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} else
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{
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OnBlank();
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}
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}
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}
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public void Miss()
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{
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if (OnMiss != null && enabled)
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{
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OnMiss();
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CleanUp();
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}
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}
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public void Blank()
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{
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if(OnBlank != null && enabled)
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{
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OnBlank();
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}
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}
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public void CleanUp()
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{
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Destroy(this.gameObject);
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}
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}
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}
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: df09de01a35532c42b315b9b076cf88b
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guid: f2119e14dfba60f4abe4d2410a5e1b1b
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
|
17
Assets/Scripts/InputType.cs
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17
Assets/Scripts/InputType.cs
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@ -0,0 +1,17 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio
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{
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public enum InputType : int {
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STANDARD_DOWN = 0,
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STANDARD_ALT_DOWN = 1,
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DIRECTION_DOWN = 2,
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STANDARD_UP = 3,
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STANDARD_ALT_UP = 4,
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DIRECTION_UP = 5
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}
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}
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11
Assets/Scripts/InputType.cs.meta
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11
Assets/Scripts/InputType.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 25e3511c55cd2f540abe014bf39e626b
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
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