mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 17:45:16 +00:00
cowbell no longer drifts out of sync
This commit is contained in:
parent
7a76c1865b
commit
25f42647fe
1 changed files with 19 additions and 23 deletions
|
@ -68,10 +68,7 @@ namespace HeavenStudio.Games
|
|||
public BezierCurve3D handCurve;
|
||||
|
||||
|
||||
|
||||
public PlayerActionEvent cowbell;
|
||||
|
||||
|
||||
public GameEvent cowbell = new GameEvent();
|
||||
|
||||
|
||||
public int driverState;
|
||||
|
@ -90,13 +87,21 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
driverState = 0;
|
||||
handStart = -1f;
|
||||
|
||||
|
||||
cowbell = null;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
|
||||
var cond = Conductor.instance;
|
||||
if (cond.ReportBeat(ref cowbell.lastReportedBeat, cowbell.startBeat % 1))
|
||||
{
|
||||
if (cond.songPositionInBeats >= cowbell.startBeat && cond.songPositionInBeats < cowbell.startBeat + cowbell.length)
|
||||
{
|
||||
ScheduleInput(cond.songPositionInBeats, 1, InputType.STANDARD_DOWN, CowbellSuccess, CowbellMiss, CowbellEmpty);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (PlayerInput.Pressed() && !IsExpectingInputNow())
|
||||
{
|
||||
HitCowbell();
|
||||
|
@ -132,25 +137,16 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
started = true;
|
||||
|
||||
cowbell.length = length;
|
||||
cowbell.startBeat = beat;
|
||||
|
||||
for (int i = 1; i <= length; i++)
|
||||
{
|
||||
ScheduleInput(beat, i, InputType.STANDARD_DOWN, CowbellSuccess, CowbellMiss, CowbellEmpty);
|
||||
}
|
||||
|
||||
//if (coin != null) return;
|
||||
//for (int i = 1; i <= length; i++)
|
||||
//{
|
||||
//ScheduleInput(beat, i, InputType.STANDARD_DOWN, CowbellSuccess, CowbellMiss, CowbellEmpty);
|
||||
//}
|
||||
|
||||
//Play sound and animations
|
||||
|
||||
//handAnimator.Play("Throw", 0, 0);
|
||||
//Game state says the hand is throwing the coin
|
||||
//isThrowing = true;
|
||||
|
||||
//this.audienceReacting = audienceReacting;
|
||||
|
||||
//coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
|
||||
//cowbell = ScheduleInput(beat, 0f, InputType.STANDARD_DOWN, CowbellSuccess, CowbellMiss, CowbellEmpty);
|
||||
//coin.perfectOnly = true;
|
||||
}
|
||||
|
||||
public void CowbellSuccess(PlayerActionEvent caller, float state)
|
||||
|
|
Loading…
Reference in a new issue