mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 11:17:39 +02:00
ScheduleInput Method added, tests awaiting
This commit is contained in:
138
Assets/Scripts/Games/PlayerActionEvent.cs
Normal file
138
Assets/Scripts/Games/PlayerActionEvent.cs
Normal file
@ -0,0 +1,138 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using DG.Tweening;
|
||||
using HeavenStudio.Util;
|
||||
using Starpelly;
|
||||
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
|
||||
public class PlayerActionEvent : PlayerActionObject
|
||||
{
|
||||
public delegate void ActionEventCallback();
|
||||
public delegate void ActionEventCallbackState(int state);
|
||||
|
||||
public ActionEventCallbackState OnHit; //Function to trigger when an input has been done perfectly
|
||||
public ActionEventCallback OnMiss; //Function to trigger when an input has been missed
|
||||
public ActionEventCallback OnBlank; //Function to trigger when an input has been recorded while this is pending
|
||||
|
||||
public float startBeat;
|
||||
public float timer;
|
||||
|
||||
public bool canHit = true;
|
||||
public bool enabled = true;
|
||||
|
||||
public InputType inputType;
|
||||
|
||||
public void setHitCallback(ActionEventCallbackState OnHit)
|
||||
{
|
||||
this.OnHit = OnHit;
|
||||
}
|
||||
|
||||
public void setMissCallback(ActionEventCallback OnMiss)
|
||||
{
|
||||
this.OnMiss = OnMiss;
|
||||
}
|
||||
|
||||
public void Enable() { enabled = true; }
|
||||
public void Disable() { enabled = false; }
|
||||
|
||||
public void CanHit(bool canHit)
|
||||
{
|
||||
this.canHit = canHit;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if(!Conductor.instance.NotStopped()){CleanUp();} // If the song is stopped entirely in the editor, destroy itself as we don't want duplicates
|
||||
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat,timer);
|
||||
StateCheck(normalizedBeat);
|
||||
|
||||
if (normalizedBeat > Minigame.LateTime()) Miss();
|
||||
|
||||
|
||||
if (IsCorrectInput())
|
||||
{
|
||||
if (state.perfect)
|
||||
{
|
||||
Hit(1);
|
||||
}
|
||||
else if (state.early)
|
||||
{
|
||||
Hit(0);
|
||||
}
|
||||
else if (state.late)
|
||||
{
|
||||
Hit(2);
|
||||
}
|
||||
else
|
||||
{
|
||||
Blank();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsCorrectInput()
|
||||
{
|
||||
return (
|
||||
(PlayerInput.Pressed() && inputType == InputType.STANDARD_DOWN) ||
|
||||
(PlayerInput.AltPressed() && inputType == InputType.STANDARD_ALT_DOWN) ||
|
||||
(PlayerInput.GetAnyDirectionDown() && inputType == InputType.DIRECTION_DOWN) ||
|
||||
(PlayerInput.PressedUp() && inputType == InputType.STANDARD_UP) ||
|
||||
(PlayerInput.AltPressedUp() && inputType == InputType.STANDARD_ALT_UP) ||
|
||||
(PlayerInput.GetAnyDirectionUp() && inputType == InputType.DIRECTION_UP)
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
//For the Autoplay
|
||||
public override void OnAce()
|
||||
{
|
||||
Hit(1);
|
||||
}
|
||||
|
||||
//The state parameter is either 0 -> Early, 1 -> Perfect, 2 -> Late
|
||||
public void Hit(int state)
|
||||
{
|
||||
if (OnHit != null && enabled)
|
||||
{
|
||||
if(canHit)
|
||||
{
|
||||
OnHit(state);
|
||||
CleanUp();
|
||||
} else
|
||||
{
|
||||
OnBlank();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void Miss()
|
||||
{
|
||||
if (OnMiss != null && enabled)
|
||||
{
|
||||
OnMiss();
|
||||
CleanUp();
|
||||
}
|
||||
}
|
||||
|
||||
public void Blank()
|
||||
{
|
||||
if(OnBlank != null && enabled)
|
||||
{
|
||||
OnBlank();
|
||||
}
|
||||
}
|
||||
|
||||
public void CleanUp()
|
||||
{
|
||||
Destroy(this.gameObject);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user