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function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Bop(e.beat, e["toggle"]); }, - parameters = new List() - { new Param("toggle", false, "Reset Pose", "Resets to idle pose.") - }, - defaultLength = 1f, }, - - - + defaultLength = 1f, + }, new GameAction("hai", "Hai!") - { - function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat); }, - defaultLength = 1f, - inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat);} - - - }, - + { + function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat); }, + defaultLength = 1f, + inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat);} + }, new GameAction("offbeatSwitch", "Switch to Offbeat") - { - function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OnbeatSwitch(e.beat); }, - defaultLength = 8f - - - }, - + { + preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OffbeatSwitch(e.beat); }, + defaultLength = 8f + }, new GameAction("onbeatSwitch", "Switch to Onbeat") + { + preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OnbeatSwitch(e.beat); }, + defaultLength = 2f + }, + new GameAction("marching", "Stepping") + { + preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e.length);}, + defaultLength = 4f, + resizable = true + }, + new GameAction("set colours", "Set Background Colours") + { + function = delegate {var e = eventCaller.currentEntity; Lockstep.instance.SetbackgroundColours(e["colorA"], e["colorB"]); }, + parameters = new List() { - function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OffbeatSwitch(e.beat); }, - defaultLength = 2f - - + new Param("colorA", Lockstep.defaultBGColorOn, "Onbeat", "Select the color that appears for the onbeat."), + new Param("colorB", Lockstep.defaultBGColorOff, "Offbeat", "Select the color that appears for the offbeat."), }, - - new GameAction("marching", "Onbeat Stepping") - { - function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OnbeatStep(e.beat, e.length); }, - defaultLength = 4f, - resizable = true, - hidden = true - }, - - new GameAction("startStepping", "Start Stepping") - { - function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.BeginStepping(e.beat); }, - defaultLength = 1f, - hidden = true - - }, - - new GameAction("test1", "onbeat march test") - { - function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OnbeatMarch(e.beat); }, - defaultLength = 1f, - hidden = true - } - + defaultLength = 0.5f, + } }); } @@ -87,78 +68,96 @@ namespace HeavenStudio.Games // using Scripts_Lockstep; public class Lockstep : Minigame { + private static Color _defaultBGColorOn; + public static Color defaultBGColorOn + { + get + { + ColorUtility.TryParseHtmlString("#f0338d", out _defaultBGColorOn); + return _defaultBGColorOn; + } + } + private static Color _defaultBGColorOff; + public static Color defaultBGColorOff + { + get + { + ColorUtility.TryParseHtmlString("#BC318B", out _defaultBGColorOff); + return _defaultBGColorOff; + } + } - // private Animator stepswitcher; - + public Color currentBGOnColor; + public Color currentBGOffColor; - public Animator stepswitcherP; - public Animator stepswitcher0; - public Animator stepswitcher1; - - public GameObject Player; + [Header("Components")] + [SerializeField] Animator stepswitcherP; + [SerializeField] Animator stepswitcher0; + [SerializeField] Animator stepswitcher1; + [SerializeField] SpriteRenderer background; [Header("Properties")] - public GameEvent bop = new GameEvent(); - public bool goStep; + static List queuedInputs = new List(); + HowMissed currentMissStage; + public enum HowMissed + { + NotMissed = 0, + MissedOff = 1, + MissedOn = 2 + } + bool offColorActive; - public float steppingLength; - public float steppingStartBeat; - private float lastReportedBeat = 0f; + public static Lockstep instance; - - public static Lockstep instance { get; set; } - - - // Start is called before the first frame update void Awake() { instance = this; - goStep = false; + currentBGOnColor = defaultBGColorOn; + currentBGOffColor = defaultBGColorOff; + } + + void OnDestroy() + { + if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) + { + if (queuedInputs.Count > 0) queuedInputs.Clear(); + } } - // Update is called once per frame public void Update() { - var cond = Conductor.instance; - - if (goStep) + if (cond.isPlaying && !cond.isPaused) { - print("stepping is on"); - if (Conductor.instance.ReportBeat(ref lastReportedBeat)) + if (queuedInputs.Count > 0) { - print("one small step for switch"); - Jukebox.PlayOneShotGame("Lockstep/marchOnBeat1"); - stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f); - stepswitcher0.DoScaledAnimationAsync("OnbeatMarch", 0.5f); - stepswitcher1.DoScaledAnimationAsync("OnbeatMarch", 0.5f); + foreach (var input in queuedInputs) + { + ScheduleInput(cond.songPositionInBeats, input - cond.songPositionInBeats, InputType.STANDARD_DOWN, Just, Miss, Nothing); + BeatAction.New(instance.gameObject, new List() + { + new BeatAction.Action(input, delegate { EvaluateMarch(); }), + }); + } + queuedInputs.Clear(); + } + if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) + { + currentMissStage = HowMissed.NotMissed; + var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2); + var stepPlayerAnim = (beatAnimCheck % 2 != 0 ? "OffbeatMarch" : "OnbeatMarch"); + Jukebox.PlayOneShotGame("lockstep/miss"); + stepswitcherP.DoScaledAnimationAsync(stepPlayerAnim, 0.5f); } - } - - if (PlayerInput.Pressed() && !IsExpectingInputNow()) - { - //Jukebox.PlayOneShot("miss"); - - - var beatAnimCheck = Math.Round(Conductor.instance.songPositionInBeats * 2); - print("check: " + beatAnimCheck); - var stepPlayerAnim = (beatAnimCheck % 2 != 0 ? "OffbeatMarch" : "OnbeatMarch"); - - Jukebox.PlayOneShotGame("lockstep/miss"); - stepswitcherP.DoScaledAnimationAsync(stepPlayerAnim, 0.5f); - } - - } public void Bop(float beat, bool reset) { - - if(reset) + if (reset) { stepswitcher0.DoScaledAnimationAsync("BopReset", 0.5f); stepswitcher1.DoScaledAnimationAsync("BopReset", 0.5f); @@ -172,10 +171,6 @@ namespace HeavenStudio.Games stepswitcherP.DoScaledAnimationAsync("Bop", 0.5f); } - - - - } public void Hai(float beat) @@ -183,23 +178,30 @@ namespace HeavenStudio.Games Jukebox.PlayOneShotGame("lockstep/switch1"); } - public void BeginStepping(float beat) - { - - BeatAction.New(instance.gameObject, new List() - { - new BeatAction.Action(beat, delegate { goStep = true; }), - }); - - print("Start Stepping"); - print(goStep); - } - - - public void OnbeatSwitch(float beat) + public static void OnbeatSwitch(float beat) { MultiSound.Play(new MultiSound.Sound[] - { + { + new MultiSound.Sound("lockstep/switch5", beat), + new MultiSound.Sound("lockstep/switch6", beat + 0.5f), + new MultiSound.Sound("lockstep/switch5", beat + 1f), + new MultiSound.Sound("lockstep/switch6", beat + 1.5f) + }, forcePlay: true); + + BeatAction.New(instance.gameObject, new List() + { + new BeatAction.Action(beat, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }), + new BeatAction.Action(beat + 0.5f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }), + new BeatAction.Action(beat + 1f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }), + new BeatAction.Action(beat + 1.5f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }), + new BeatAction.Action(beat + 2f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }), + }); + } + + public static void OffbeatSwitch(float beat) + { + MultiSound.Play(new MultiSound.Sound[] + { new MultiSound.Sound("lockstep/switch1", beat), new MultiSound.Sound("lockstep/switch1", beat + 1f), new MultiSound.Sound("lockstep/switch1", beat + 2f), @@ -210,44 +212,142 @@ namespace HeavenStudio.Games new MultiSound.Sound("lockstep/switch4", beat + 5.5f), new MultiSound.Sound("lockstep/switch4", beat + 6.5f), new MultiSound.Sound("lockstep/switch4", beat + 7.5f), - }, forcePlay: false); + }, forcePlay: true); + + BeatAction.New(instance.gameObject, new List() + { + new BeatAction.Action(beat, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }), + new BeatAction.Action(beat + 1f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }), + new BeatAction.Action(beat + 2f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }), + new BeatAction.Action(beat + 3f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(false); }), + new BeatAction.Action(beat + 3.5f, delegate { if (GameManager.instance.currentGame == "lockstep") Lockstep.instance.ChangeBeatBackGroundColour(true); }), + }); } - public void OffbeatSwitch(float beat) + public static void Marching(float beat, float length) { - var sound = new MultiSound.Sound[] + if (GameManager.instance.currentGame == "lockstep") + { + for (int i = 0; i < length + 1; i++) { - new MultiSound.Sound("lockstep/switch5", beat), - new MultiSound.Sound("lockstep/switch6", beat + 0.5f), - new MultiSound.Sound("lockstep/switch5", beat + 1f), - new MultiSound.Sound("lockstep/switch6", beat + 1.5f) - }; - - - MultiSound.Play(sound); - - + Lockstep.instance.ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, Lockstep.instance.Just, Lockstep.instance.Miss, Lockstep.instance.Nothing); + BeatAction.New(instance.gameObject, new List() + { + new BeatAction.Action(beat + i, delegate { Lockstep.instance.EvaluateMarch(); }), + }); + } + } + else + { + for (int i = 0; i < length + 1; i++) + { + queuedInputs.Add(beat + i); + } + } } - public void OnbeatStep(float beat, float length) + public void EvaluateMarch() { - /*marching.length = length; - marching.startBeat = beat; - print("onbeatstep len: " + marching.length); - print("onbeatstep start: " + marching.startBeat);*/ + var cond = Conductor.instance; + var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2); + if (beatAnimCheck % 2 != 0) + { + stepswitcher0.DoScaledAnimationAsync("OffbeatMarch", 0.5f); + stepswitcher1.DoScaledAnimationAsync("OffbeatMarch", 0.5f); + } + else + { + stepswitcher0.DoScaledAnimationAsync("OnbeatMarch", 0.5f); + stepswitcher1.DoScaledAnimationAsync("OnbeatMarch", 0.5f); + } } - public void OnbeatMarch(float beat) + public void Just(PlayerActionEvent caller, float state) { - - stepswitcher0.DoScaledAnimationAsync("OnbeatMarch", 0.5f); - stepswitcher1.DoScaledAnimationAsync("OnbeatMarch", 0.5f); - stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f); - Jukebox.PlayOneShotGame("lockstep/marchOnbeat1"); - - - + currentMissStage = HowMissed.NotMissed; + if (state >= 1f || state <= -1f) + { + var cond = Conductor.instance; + var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2); + if (beatAnimCheck % 2 != 0) + { + Jukebox.PlayOneShotGame("lockstep/tink"); + stepswitcherP.DoScaledAnimationAsync("OffbeatMarch", 0.5f); + } + else + { + Jukebox.PlayOneShotGame("lockstep/tink"); + stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f); + } + return; + } + Success(); } + public void Success() + { + var cond = Conductor.instance; + var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2); + if (beatAnimCheck % 2 != 0) + { + Jukebox.PlayOneShotGame($"lockstep/marchOffbeat{UnityEngine.Random.Range(1, 3)}"); + stepswitcherP.DoScaledAnimationAsync("OffbeatMarch", 0.5f); + } + else + { + Jukebox.PlayOneShotGame($"lockstep/marchOnbeat{UnityEngine.Random.Range(1, 3)}"); + stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f); + } + } + + public void Miss(PlayerActionEvent caller) + { + var cond = Conductor.instance; + var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2); + + if (beatAnimCheck % 2 != 0 && currentMissStage != HowMissed.MissedOff) + { + stepswitcherP.Play("OffbeatMiss", 0, 0); + Jukebox.PlayOneShotGame("lockstep/wayOff"); + currentMissStage = HowMissed.MissedOff; + } + else if (beatAnimCheck % 2 == 0 && currentMissStage != HowMissed.MissedOn) + { + stepswitcherP.Play("OnbeatMiss", 0, 0); + Jukebox.PlayOneShotGame("lockstep/wayOff"); + currentMissStage = HowMissed.MissedOn; + } + } + + public void ChangeBeatBackGroundColour(bool off) + { + if (off) + { + background.color = currentBGOffColor; + offColorActive = true; + } + else + { + background.color = currentBGOnColor; + offColorActive = false; + } + } + + public void SetbackgroundColours(Color onColor, Color offColor) + { + currentBGOnColor = onColor; + currentBGOffColor = offColor; + + if (offColorActive) + { + background.color = currentBGOffColor; + } + else + { + background.color = currentBGOnColor; + } + } + + public void Nothing(PlayerActionEvent caller) {} } } diff --git a/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs b/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs index d1b2b82e..75fc5207 100644 --- a/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs +++ b/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs @@ -15,23 +15,22 @@ namespace HeavenStudio.Games.Loaders public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("mrUpbeat", "Mr. Upbeat", "FFFFFF", false, false, new List() { - new GameAction("prepare", "Prepare") + new GameAction("stepping", "Start Stepping") { - function = delegate { MrUpbeat.instance.SetInterval(eventCaller.currentEntity.beat); }, - defaultLength = 0.5f, - resizable = true, - inactiveFunction = delegate { MrUpbeat.Beep(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); } - }, - new GameAction("go", "Start Stepping") - { - function = delegate { MrUpbeat.instance.Go(eventCaller.currentEntity.beat); }, - defaultLength = 4f, + preFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.Stepping(e.beat, e.length); }, + defaultLength = 4f, resizable = true }, - new GameAction("ding!", "Finish Stepping") + new GameAction("blipping", "Beeping") + { + function = delegate {var e = eventCaller.currentEntity; MrUpbeat.instance.Blipping(e.beat, e.length); }, + defaultLength = 4f, + resizable = true + }, + new GameAction("ding!", "Ding!") { function = delegate { MrUpbeat.instance.Ding(eventCaller.currentEntity["toggle"]); }, - defaultLength = 0.5f, + defaultLength = 0.5f, parameters = new List() { new Param("toggle", false, "Applause") @@ -49,148 +48,144 @@ namespace HeavenStudio.Games public class MrUpbeat : Minigame { [Header("References")] - public GameObject metronome; + public Animator metronomeAnim; public UpbeatMan man; - public GameObject bt; - private static MultiSound beeps; //only used when this game isn't active. - public GameEvent beat = new GameEvent(); - public bool canGo = false; - public int beatCount = 0; - - public float beatOffset = 0f; + [Header("Properties")] + static List queuedInputs = new List(); + public struct queuedUpbeatInputs + { + public float beat; + public bool goRight; + } public static MrUpbeat instance; private void Awake() { instance = this; - canGo = false; - man.stepTimes = 0; - SetInterval(0); - var pos = Conductor.instance.songPositionInBeats; - StartCoroutine(Upbeat(pos - Mathf.Round(pos))); + } - List gos = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "mrUpbeat/go").Select(c => c.beat).ToList(); - - if (gos.Count > 0) + void OnDestroy() + { + if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) { - var nextInterval = gos.IndexOf(Mathp.GetClosestInList(gos, Conductor.instance.songPositionInBeats)); - beatOffset = gos[nextInterval]; + if (queuedInputs.Count > 0) queuedInputs.Clear(); } } - private void Update() + public void Update() { - List gos = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "mrUpbeat/go"); - for (int i = 0; i < gos.Count; i++) + var cond = Conductor.instance; + if (cond.isPlaying && !cond.isPaused) { - if ((gos[i].beat - 0.15f) <= Conductor.instance.songPositionInBeats && (gos[i].beat + gos[i].length) - 0.15f > Conductor.instance.songPositionInBeats) + if (queuedInputs.Count > 0) { - canGo = true; - break; - } else - { - canGo = false; + foreach (var input in queuedInputs) + { + ScheduleInput(cond.songPositionInBeats, input.beat - cond.songPositionInBeats, InputType.STANDARD_DOWN, Success, Miss, Nothing); + if (input.goRight) + { + BeatAction.New(instance.gameObject, new List() + { + new BeatAction.Action(input.beat - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoLeft", 0.5f); }), + new BeatAction.Action(input.beat - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight"); }), + }); + } + else + { + BeatAction.New(instance.gameObject, new List() + { + new BeatAction.Action(input.beat - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoRight", 0.5f); }), + new BeatAction.Action(input.beat - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft"); }), + }); + } + } + queuedInputs.Clear(); } } - - if (canGo) - { - var songPos = Conductor.instance.songPositionInBeats - beatOffset; - metronome.transform.eulerAngles = new Vector3(0, 0, 270 - Mathf.Cos(Mathf.PI * songPos) * 60); - } - - if (Conductor.instance.ReportBeat(ref beat.lastReportedBeat)) - { - StartCoroutine(Upbeat()); - if (canGo) - { - if (beatCount % 2 == 0) - Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight"); - else - Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft"); - - Beat(Mathf.Round(Conductor.instance.songPositionInBeats)); - } - } - } - - public override void OnGameSwitch(float beat) - { - foreach (var entity in GameManager.instance.Beatmap.entities) - { - if (entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine. - { - break; - } - if (entity.datamodel != "mrUpbeat/prepare" || entity.beat + entity.length < beat) //check for prepares that happen before the switch - { - continue; - } - SetInterval(entity.beat); - break; - } - if(beeps != null) - { - beeps.Delete(); //the beeps are only for when the game isn't active - beeps = null; - } - } - - public void SetInterval(float beat) - { - beatCount = 0; - man.targetBeat = beat + 320f; - man.Idle(); - } - - public void Go(float beat) - { - beatCount = 0; } public void Ding(bool applause) { Jukebox.PlayOneShotGame("mrUpbeat/ding"); - if (applause) - Jukebox.PlayOneShot("applause"); + if (applause) Jukebox.PlayOneShot("applause"); } - public void Beat(float beat) + public void Blipping(float beat, float length) { - beatCount++; - - GameObject _beat = Instantiate(bt); - _beat.transform.parent = bt.transform.parent; - _beat.SetActive(true); - UpbeatStep s = _beat.GetComponent(); - s.startBeat = beat; - s.beatOffset = beatOffset; + for (int i = 0; i < length + 1; i++) + { + BeatAction.New(instance.gameObject, new List() + { + new BeatAction.Action(beat + i, delegate { man.Blip(); }), + }); + } } - private IEnumerator Upbeat(float offset = 0) + public static void Stepping(float beat, float length) { - yield return new WaitForSeconds(Conductor.instance.secPerBeat * 0.5f - offset); - man.Blip(); + if (GameManager.instance.currentGame == "mrUpbeat") + { + float offSet = 0; + if (!MrUpbeat.instance.isPlaying(MrUpbeat.instance.metronomeAnim, "MetronomeIdle") && !MrUpbeat.instance.isPlaying(MrUpbeat.instance.metronomeAnim, "MetronomeGoRight")) + { + offSet = 1; + } + for (int i = 0; i < length + 1; i++) + { + MrUpbeat.instance.ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, MrUpbeat.instance.Success, MrUpbeat.instance.Miss, MrUpbeat.instance.Nothing); + if ((i + offSet) % 2 == 0) + { + BeatAction.New(instance.gameObject, new List() + { + new BeatAction.Action(beat + i - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoLeft", 0.5f); }), + new BeatAction.Action(beat + i - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight"); }), + }); + } + else + { + BeatAction.New(instance.gameObject, new List() + { + new BeatAction.Action(beat + i - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoRight", 0.5f); }), + new BeatAction.Action(beat + i - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft"); }), + }); + } + + } + } + else + { + for (int i = 0; i < length + 1; i++) + { + queuedInputs.Add(new queuedUpbeatInputs + { + beat = beat + i, + goRight = i % 2 == 0 + }); + } + } } - public static void Beep(float beat, float length) + public void Success(PlayerActionEvent caller, float state) { - if(GameManager.instance.currentGame == "mrUpbeat") //this function is only meant for making beeps while the game is inactive - { - return; - } - if (beeps != null) - { - beeps.Delete(); - } - MultiSound.Sound[] beepSounds = new MultiSound.Sound[Mathf.CeilToInt(length)]; - for(int i = 0; i < beepSounds.Length; i++) - { - beepSounds[i] = new MultiSound.Sound("mrUpbeat/blip", beat + 0.5f + i); - } - beeps = MultiSound.Play(beepSounds, forcePlay:true); + man.Step(); } + + public void Miss(PlayerActionEvent caller) + { + man.Fall(); + } + + bool isPlaying(Animator anim, string stateName) + { + if (anim.GetCurrentAnimatorStateInfo(0).IsName(stateName) && + anim.GetCurrentAnimatorStateInfo(0).normalizedTime < 1.0f) + return true; + else + return false; + } + + public void Nothing(PlayerActionEvent caller) {} } } \ No newline at end of file diff --git a/Assets/Scripts/Games/MrUpbeat/UpbeatStep.cs b/Assets/Scripts/Games/MrUpbeat/UpbeatStep.cs deleted file mode 100644 index 7d01dcfc..00000000 --- a/Assets/Scripts/Games/MrUpbeat/UpbeatStep.cs +++ /dev/null @@ -1,67 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using System; -using Starpelly; - -using HeavenStudio.Util; - -namespace HeavenStudio.Games.Scripts_MrUpbeat -{ - public class UpbeatStep : PlayerActionObject - { - public float startBeat; - private bool passedFirst = false; - public float beatOffset = 0; - - private void Awake() - { - PlayerActionInit(gameObject, startBeat); - } - - public override void OnAce() - { - Hit(true, true); - } - - private void Update() - { - if (Conductor.instance.GetPositionFromBeat(startBeat, 0.35f) >= 1 && !passedFirst) - { - if(MrUpbeat.instance.man.stepTimes % 2 != Math.Round(startBeat - beatOffset) % 2) - Hit(false); - passedFirst = true; - } - if (Conductor.instance.GetPositionFromBeat(startBeat, 0.65f) >= 1) - Hit(false); - - float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 0.5f); - StateCheck(normalizedBeat); - - if (PlayerInput.Pressed()) - { - if (state.perfect) - { - Hit(true); - } else if (state.notPerfect()) - { - Hit(false); - } - } - } - - public void Hit(bool hit, bool force = false) - { - if (force) MrUpbeat.instance.man.Step(); - else if (!hit) MrUpbeat.instance.man.Fall(); - - CleanUp(); - } - - public void CleanUp() - { - Destroy(this.gameObject); - } - - } -} \ No newline at end of file diff --git a/Assets/Scripts/Games/MrUpbeat/UpbeatStep.cs.meta b/Assets/Scripts/Games/MrUpbeat/UpbeatStep.cs.meta deleted file mode 100644 index 3363988b..00000000 --- a/Assets/Scripts/Games/MrUpbeat/UpbeatStep.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 671722aab5d7ff34da139a076534caf4 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: