mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-09 19:25:10 +00:00
fix bugs related to timing windows
add ability to adjust timing window size per-input made rockers suck less
This commit is contained in:
parent
90b5956a74
commit
45d4483765
6 changed files with 86 additions and 64 deletions
|
@ -322,11 +322,11 @@ namespace HeavenStudio
|
|||
}
|
||||
}
|
||||
|
||||
public void ScoreInputAccuracy(double beat, double accuracy, bool late, double time, float weight = 1, bool doDisplay = true)
|
||||
public void ScoreInputAccuracy(double beat, double accuracy, bool late, double time, float pitch = 1, double margin = 0, float weight = 1, bool doDisplay = true)
|
||||
{
|
||||
// push the hit event to the timing display
|
||||
if (doDisplay)
|
||||
TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, late);
|
||||
TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, pitch, margin, late);
|
||||
|
||||
if (weight > 0 && MarkerWeight > 0)
|
||||
{
|
||||
|
|
|
@ -14,7 +14,10 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
public class Minigame : MonoBehaviour
|
||||
{
|
||||
// root timing window values
|
||||
public static double ngEarlyTimeBase = 0.1, justEarlyTimeBase = 0.05, aceEarlyTimeBase = 0.01, aceLateTimeBase = 0.01, justLateTimeBase = 0.05, ngLateTimeBase = 0.1;
|
||||
// recommended added margin for release inputs
|
||||
public static double releaseMargin = 0.01;
|
||||
public static double rankHiThreshold = 0.8, rankOkThreshold = 0.6;
|
||||
|
||||
public static double ngEarlyTime => ngEarlyTimeBase * Conductor.instance?.SongPitch ?? 1;
|
||||
|
@ -110,7 +113,7 @@ namespace HeavenStudio.Games
|
|||
IA_PadBasicRelease, IA_TouchFlick, IA_BatonBasicRelease);
|
||||
#endregion
|
||||
|
||||
public List<PlayerActionEvent> scheduledInputs = new List<PlayerActionEvent>();
|
||||
[NonSerialized] public List<PlayerActionEvent> scheduledInputs = new List<PlayerActionEvent>();
|
||||
|
||||
/// <summary>
|
||||
/// Schedule an Input for a later time in the minigame. Executes the methods put in parameters
|
||||
|
@ -166,6 +169,22 @@ namespace HeavenStudio.Games
|
|||
return evt;
|
||||
}
|
||||
|
||||
public PlayerActionEvent ScheduleInput(
|
||||
double startBeat,
|
||||
double timer,
|
||||
double margin,
|
||||
PlayerInput.InputAction inputAction,
|
||||
PlayerActionEvent.ActionEventCallbackState OnHit,
|
||||
PlayerActionEvent.ActionEventCallback OnMiss,
|
||||
PlayerActionEvent.ActionEventCallback OnBlank,
|
||||
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null
|
||||
)
|
||||
{
|
||||
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputAction, OnHit, OnMiss, OnBlank, HittableQuery);
|
||||
evt.margin = margin;
|
||||
return evt;
|
||||
}
|
||||
|
||||
public PlayerActionEvent ScheduleAutoplayInput(double startBeat,
|
||||
double timer,
|
||||
PlayerInput.InputAction inputAction,
|
||||
|
@ -236,7 +255,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
PlayerActionEvent input = GetClosestScheduledInput(wantActionCategory);
|
||||
if (input == null) return false;
|
||||
return input.IsExpectingInputNow();
|
||||
return input.IsExpectingInputNow(conductor);
|
||||
}
|
||||
|
||||
public bool IsExpectingInputNow(PlayerInput.InputAction wantAction)
|
||||
|
@ -245,46 +264,46 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
|
||||
// now should fix the fast bpm problem
|
||||
public static double NgEarlyTime(float pitch = -1)
|
||||
public static double NgEarlyTime(float pitch = -1, double margin = 0)
|
||||
{
|
||||
if (pitch < 0)
|
||||
return 1 - ngEarlyTime;
|
||||
return 1 - (ngEarlyTimeBase * pitch);
|
||||
return 1 - (ngEarlyTime + margin);
|
||||
return 1 - ((ngEarlyTime + margin) * pitch);
|
||||
}
|
||||
|
||||
public static double JustEarlyTime(float pitch = -1)
|
||||
public static double NgLateTime(float pitch = -1, double margin = 0)
|
||||
{
|
||||
if (pitch < 0)
|
||||
return 1 - justEarlyTime;
|
||||
return 1 - (justEarlyTimeBase * pitch);
|
||||
return 1 + (ngLateTime + margin);
|
||||
return 1 + ((ngLateTime + margin) * pitch);
|
||||
}
|
||||
|
||||
public static double JustLateTime(float pitch = -1)
|
||||
public static double JustEarlyTime(float pitch = -1, double margin = 0)
|
||||
{
|
||||
if (pitch < 0)
|
||||
return 1 + justLateTime;
|
||||
return 1 + (justLateTimeBase * pitch);
|
||||
return 1 - (justEarlyTime + margin);
|
||||
return 1 - ((justEarlyTime + margin) * pitch);
|
||||
}
|
||||
|
||||
public static double NgLateTime(float pitch = -1)
|
||||
public static double JustLateTime(float pitch = -1, double margin = 0)
|
||||
{
|
||||
if (pitch < 0)
|
||||
return 1 + ngLateTime;
|
||||
return 1 + (ngLateTimeBase * pitch);
|
||||
return 1 + (justLateTime + margin);
|
||||
return 1 + ((justLateTime + margin) * pitch);
|
||||
}
|
||||
|
||||
public static double AceEarlyTime(float pitch = -1)
|
||||
public static double AceEarlyTime(float pitch = -1, double margin = 0)
|
||||
{
|
||||
if (pitch < 0)
|
||||
return 1 - aceEarlyTime;
|
||||
return 1 - (aceEarlyTimeBase * pitch);
|
||||
return 1 - (aceEarlyTime + margin);
|
||||
return 1 - ((aceEarlyTime + margin) * pitch);
|
||||
}
|
||||
|
||||
public static double AceLateTime(float pitch = -1)
|
||||
public static double AceLateTime(float pitch = -1, double margin = 0)
|
||||
{
|
||||
if (pitch < 0)
|
||||
return 1 + aceLateTime;
|
||||
return 1 + (aceLateTimeBase * pitch);
|
||||
return 1 + (aceLateTime + margin);
|
||||
return 1 + ((aceLateTime + margin) * pitch);
|
||||
}
|
||||
|
||||
public virtual void OnGameSwitch(double beat)
|
||||
|
@ -340,7 +359,7 @@ namespace HeavenStudio.Games
|
|||
public void ScoreMiss(float weight = 1f)
|
||||
{
|
||||
double beat = Conductor.instance?.songPositionInBeatsAsDouble ?? -1;
|
||||
GameManager.instance.ScoreInputAccuracy(beat, 0, true, NgLateTime(), weight, false);
|
||||
GameManager.instance.ScoreInputAccuracy(beat, 0, true, NgLateTime(), weight: weight, doDisplay: false);
|
||||
}
|
||||
|
||||
public void ToggleSplitColoursDisplay(bool on)
|
||||
|
@ -442,14 +461,17 @@ namespace HeavenStudio.Games
|
|||
public Color GetColor() => MakeNewColor(startBeat, length, startColor, endColor, easeFunc);
|
||||
public static Color MakeNewColor(double beat, float length, Color start, Color end, Util.EasingFunction.Function func)
|
||||
{
|
||||
if (length != 0) {
|
||||
if (length != 0)
|
||||
{
|
||||
float normalizedBeat = length == 0 ? 1 : Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(beat, length));
|
||||
|
||||
float newR = func(start.r, end.r, normalizedBeat);
|
||||
float newG = func(start.g, end.g, normalizedBeat);
|
||||
float newB = func(start.b, end.b, normalizedBeat);
|
||||
return new Color(newR, newG, newB);
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
return end;
|
||||
}
|
||||
}
|
||||
|
@ -471,19 +493,21 @@ namespace HeavenStudio.Games
|
|||
/// The ease to use to transition between <paramref name="startColor"/> and <paramref name="endColor"/>.<br/>
|
||||
/// Should be derived from <c>Util.EasingFunction.Ease</c>,
|
||||
/// </param>
|
||||
public ColorEase(double startBeat, float length, Color startColor, Color endColor, int ease) {
|
||||
public ColorEase(double startBeat, float length, Color startColor, Color endColor, int ease)
|
||||
{
|
||||
this.startBeat = startBeat;
|
||||
this.length = length;
|
||||
(this.startColor, this.endColor) = (startColor, endColor);
|
||||
this.ease = (Util.EasingFunction.Ease)ease;
|
||||
this.easeFunc = Util.EasingFunction.GetEasingFunction(this.ease);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// The constructor to use when initializing the ColorEase variable.
|
||||
/// </summary>
|
||||
/// <param name="defaultColor">The default color to initialize with.</param>
|
||||
public ColorEase(Color? defaultColor = null) {
|
||||
public ColorEase(Color? defaultColor = null)
|
||||
{
|
||||
startColor = endColor = defaultColor ?? Color.white;
|
||||
easeFunc = Util.EasingFunction.Instant;
|
||||
}
|
||||
|
|
|
@ -27,6 +27,7 @@ namespace HeavenStudio.Games
|
|||
public double startBeat;
|
||||
public double timer;
|
||||
public float weight = 1f;
|
||||
public double margin = 0;
|
||||
|
||||
public bool isEligible = true;
|
||||
public bool canHit = true; //Indicates if you can still hit the cue or not. If set to false, it'll guarantee a miss
|
||||
|
@ -108,7 +109,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
|
||||
//BUGFIX: ActionEvents destroyed too early
|
||||
if (normalizedTime > Minigame.NgLateTime(cond.SongPitch)) Miss();
|
||||
if (normalizedTime > Minigame.NgLateTime(cond.SongPitch, margin)) Miss();
|
||||
|
||||
if (lockedByEvent)
|
||||
{
|
||||
|
@ -122,10 +123,10 @@ namespace HeavenStudio.Games
|
|||
if (!autoplayOnly && (IsHittable == null || IsHittable != null && IsHittable()) && IsCorrectInput(out double dt))
|
||||
{
|
||||
normalizedTime -= dt;
|
||||
if (IsExpectingInputNow())
|
||||
if (IsExpectingInputNow(cond))
|
||||
{
|
||||
double stateProg = ((normalizedTime - Minigame.JustEarlyTime()) / (Minigame.JustLateTime() - Minigame.JustEarlyTime()) - 0.5f) * 2;
|
||||
Hit(stateProg, normalizedTime);
|
||||
double stateProg = ((normalizedTime - Minigame.JustEarlyTime(cond.SongPitch, margin)) / (Minigame.JustLateTime(cond.SongPitch, margin) - Minigame.JustEarlyTime(cond.SongPitch, margin)) - 0.5f) * 2;
|
||||
Hit(stateProg, normalizedTime, cond.SongPitch);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -198,7 +199,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public bool IsExpectingInputNow()
|
||||
public bool IsExpectingInputNow(Conductor cond)
|
||||
{
|
||||
if (IsHittable != null)
|
||||
{
|
||||
|
@ -208,7 +209,7 @@ namespace HeavenStudio.Games
|
|||
if (!isEligible) return false;
|
||||
|
||||
double normalizedBeat = GetNormalizedTime();
|
||||
return normalizedBeat > Minigame.NgEarlyTime() && normalizedBeat < Minigame.NgLateTime();
|
||||
return normalizedBeat > Minigame.NgEarlyTime(cond.SongPitch, margin) && normalizedBeat < Minigame.NgLateTime(cond.SongPitch, margin);
|
||||
}
|
||||
|
||||
double GetNormalizedTime()
|
||||
|
@ -242,7 +243,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
|
||||
//The state parameter is either -1 -> Early, 0 -> Perfect, 1 -> Late
|
||||
public void Hit(double state, double time)
|
||||
public void Hit(double state, double time, float pitch = 1)
|
||||
{
|
||||
GameManager gm = GameManager.instance;
|
||||
if (OnHit != null && enabled)
|
||||
|
@ -261,7 +262,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
if (countsForAccuracy && gm.canInput && !(noAutoplay || autoplayOnly) && isEligible)
|
||||
{
|
||||
gm.ScoreInputAccuracy(startBeat + timer, TimeToAccuracy(time, pitchWhenHit), time > 1.0, time, weight, true);
|
||||
gm.ScoreInputAccuracy(startBeat + timer, TimeToAccuracy(time, pitchWhenHit), time > 1.0, time, pitch, margin, weight, true);
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
GoForAPerfect.instance.Miss();
|
||||
|
@ -284,27 +285,27 @@ namespace HeavenStudio.Games
|
|||
double TimeToAccuracy(double time, float pitch = -1)
|
||||
{
|
||||
if (pitch < 0) pitch = pitchWhenHit;
|
||||
if (time >= Minigame.AceEarlyTime(pitch) && time <= Minigame.AceLateTime(pitch))
|
||||
if (time >= Minigame.AceEarlyTime(pitch, margin) && time <= Minigame.AceLateTime(pitch, margin))
|
||||
{
|
||||
// Ace
|
||||
return 1.0;
|
||||
}
|
||||
|
||||
double state = 0;
|
||||
if (time >= Minigame.JustEarlyTime(pitch) && time <= Minigame.JustLateTime(pitch))
|
||||
if (time >= Minigame.JustEarlyTime(pitch, margin) && time <= Minigame.JustLateTime(pitch, margin))
|
||||
{
|
||||
// Good Hit
|
||||
if (time > 1.0)
|
||||
{
|
||||
// late half of timing window
|
||||
state = 1.0 - ((time - Minigame.AceLateTime(pitch)) / (Minigame.JustLateTime(pitch) - Minigame.AceLateTime(pitch)));
|
||||
state = 1.0 - ((time - Minigame.AceLateTime(pitch, margin)) / (Minigame.JustLateTime(pitch, margin) - Minigame.AceLateTime(pitch, margin)));
|
||||
state *= 1.0 - Minigame.rankHiThreshold;
|
||||
state += Minigame.rankHiThreshold;
|
||||
}
|
||||
else
|
||||
{
|
||||
//early half of timing window
|
||||
state = ((time - Minigame.JustEarlyTime(pitch)) / (Minigame.AceEarlyTime(pitch) - Minigame.JustEarlyTime(pitch)));
|
||||
state = (time - Minigame.JustEarlyTime(pitch, margin)) / (Minigame.AceEarlyTime(pitch, margin) - Minigame.JustEarlyTime(pitch, margin));
|
||||
state *= 1.0 - Minigame.rankHiThreshold;
|
||||
state += Minigame.rankHiThreshold;
|
||||
}
|
||||
|
@ -314,13 +315,13 @@ namespace HeavenStudio.Games
|
|||
if (time > 1.0)
|
||||
{
|
||||
// late half of timing window
|
||||
state = 1.0 - ((time - Minigame.JustLateTime(pitch)) / (Minigame.NgLateTime(pitch) - Minigame.JustLateTime(pitch)));
|
||||
state = 1.0 - ((time - Minigame.JustLateTime(pitch, margin)) / (Minigame.NgLateTime(pitch, margin) - Minigame.JustLateTime(pitch, margin)));
|
||||
state *= Minigame.rankOkThreshold;
|
||||
}
|
||||
else
|
||||
{
|
||||
//early half of timing window
|
||||
state = ((time - Minigame.JustEarlyTime(pitch)) / (Minigame.AceEarlyTime(pitch) - Minigame.JustEarlyTime(pitch)));
|
||||
state = (time - Minigame.JustEarlyTime(pitch, margin)) / (Minigame.AceEarlyTime(pitch, margin) - Minigame.JustEarlyTime(pitch, margin));
|
||||
state *= Minigame.rankOkThreshold;
|
||||
}
|
||||
}
|
||||
|
@ -338,7 +339,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
if (countsForAccuracy && !missable && gm.canInput && !(noAutoplay || autoplayOnly))
|
||||
{
|
||||
gm.ScoreInputAccuracy(startBeat + timer, 0, true, 2.0, weight, false);
|
||||
gm.ScoreInputAccuracy(startBeat + timer, 0, true, 2.0, weight: weight, doDisplay: false);
|
||||
GoForAPerfect.instance.Miss();
|
||||
SectionMedalsManager.instance.MakeIneligible();
|
||||
}
|
||||
|
|
|
@ -777,15 +777,15 @@ namespace HeavenStudio.Games
|
|||
});
|
||||
RockersInput riffComp = Instantiate(rockerInputRef, transform);
|
||||
riffComp.Init(false, new int[6], beat, 3, GetSample(SoshiSamples[0]), SoshiPitches[0]);
|
||||
ScheduleInput(beat, 3.5f, InputAction_TriggerDown, JustMute, MuteMiss, Empty);
|
||||
ScheduleAutoplayInput(beat, 3.5f, InputAction_TriggerDown, JustMute, MuteMiss, Empty);
|
||||
|
||||
RockersInput riffComp2 = Instantiate(rockerInputRef, transform);
|
||||
riffComp2.Init(false, new int[6], beat, 4.5f, GetSample(SoshiSamples[1]), SoshiPitches[1]);
|
||||
ScheduleInput(beat, 5f, InputAction_TriggerDown, JustMute, MuteMiss, Empty);
|
||||
ScheduleAutoplayInput(beat, 5f, InputAction_TriggerDown, JustMute, MuteMiss, Empty);
|
||||
|
||||
RockersInput riffComp3 = Instantiate(rockerInputRef, transform);
|
||||
riffComp3.Init(false, new int[6], beat, 6, GetSample(SoshiSamples[2]), SoshiPitches[2]);
|
||||
ScheduleInput(beat, 6.5f, InputAction_TriggerDown, JustMute, MuteMiss, Empty);
|
||||
ScheduleAutoplayInput(beat, 6.5f, InputAction_TriggerDown, JustMute, MuteMiss, Empty);
|
||||
}
|
||||
|
||||
public void DefaultCmon(double beat, int[] JJSamples, int[] JJPitches, int[] SoshiSamples, int[] SoshiPitches, bool moveCamera)
|
||||
|
@ -848,7 +848,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
RockersInput riffComp3 = Instantiate(rockerInputRef, transform);
|
||||
riffComp3.Init(false, new int[6], beat, 6, GetSample(SoshiSamples[2]), SoshiPitches[2]);
|
||||
ScheduleInput(beat, 6.5f, InputAction_BasicPress, JustMute, MuteMiss, Empty);
|
||||
ScheduleAutoplayInput(beat, 6.5f, InputAction_BasicPress, JustMute, MuteMiss, Empty);
|
||||
|
||||
RockersInput riffComp4 = Instantiate(rockerInputRef, transform);
|
||||
riffComp4.Init(false, new int[6], beat, 7, GetSample(SoshiSamples[3]), SoshiPitches[3], true);
|
||||
|
@ -903,8 +903,7 @@ namespace HeavenStudio.Games
|
|||
RockersInput riffComp = Instantiate(rockerInputRef, transform);
|
||||
riffComp.Init(e["gcS"], new int[6] { e["1S"], e["2S"], e["3S"], e["4S"], e["5S"], e["6S"] }, beat, e.beat - beat,
|
||||
GetSample(e["sampleS"]), e["pitchSampleS"]);
|
||||
if (e.length <= 0.5f) ScheduleInput(beat, e.beat - beat + e.length, InputAction_BasicPress, JustMute, MuteMiss, Empty);
|
||||
else ScheduleAutoplayInput(beat, e.beat - beat + e.length, InputAction_BasicPress, JustMute, MuteMiss, Empty);
|
||||
ScheduleAutoplayInput(beat, e.beat - beat + e.length, InputAction_BasicPress, JustMute, MuteMiss, Empty);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -924,8 +923,7 @@ namespace HeavenStudio.Games
|
|||
RockersInput riffComp = Instantiate(rockerInputRef, transform);
|
||||
riffComp.Init(e["gcS"], new int[6] { e["1S"], e["2S"], e["3S"], e["4S"], e["5S"], e["6S"] }, beat, e.beat - beat,
|
||||
GetSample(e["sampleS"]), e["pitchSampleS"], true);
|
||||
if (e.length <= 0.5f) ScheduleInput(beat, e.beat - beat + e.length, InputAction_BasicPress, JustMute, MuteMiss, Empty);
|
||||
else ScheduleAutoplayInput(beat, e.beat - beat + e.length, InputAction_BasicPress, JustMute, MuteMiss, Empty);
|
||||
ScheduleAutoplayInput(beat, e.beat - beat + e.length, InputAction_BasicPress, JustMute, MuteMiss, Empty);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -1139,8 +1137,7 @@ namespace HeavenStudio.Games
|
|||
RockersInput riffComp = Instantiate(rockerInputRef, transform);
|
||||
riffComp.Init(crEvent["gcS"], new int[6] { crEvent["1S"], crEvent["2S"], crEvent["3S"], crEvent["4S"], crEvent["5S"], crEvent["6S"] }, beat, relativeBeat,
|
||||
GetSample(crEvent["sampleS"]), crEvent["pitchSampleS"]);
|
||||
if (crEvent.length > 0.5f) ScheduleAutoplayInput(beat, relativeBeat + crEvent.length, InputAction_BasicPress, JustMute, MuteMiss, Empty);
|
||||
else ScheduleInput(beat, relativeBeat + crEvent.length, InputAction_BasicPress, JustMute, MuteMiss, Empty);
|
||||
ScheduleAutoplayInput(beat, relativeBeat + crEvent.length, InputAction_BasicPress, JustMute, MuteMiss, Empty);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -26,7 +26,7 @@ namespace HeavenStudio.Games.Scripts_Rockers
|
|||
this.sample = sample;
|
||||
this.sampleTones = sampleTones;
|
||||
this.jump = jump;
|
||||
game.ScheduleInput(beat, length, Rockers.InputAction_FlickRelease, Just, Miss, Empty);
|
||||
game.ScheduleInput(beat, length, Rockers.releaseMargin, Rockers.InputAction_FlickRelease, Just, Miss, Empty);
|
||||
}
|
||||
|
||||
private void Just(PlayerActionEvent caller, float state)
|
||||
|
|
|
@ -70,7 +70,7 @@ namespace HeavenStudio.Common
|
|||
MetreAnim.Play("NoPose", -1, 0f);
|
||||
}
|
||||
|
||||
public void MakeAccuracyVfx(double time, bool late = false)
|
||||
public void MakeAccuracyVfx(double time, float pitch, double margin, bool late = false)
|
||||
{
|
||||
if (!OverlaysManager.OverlaysEnabled) return;
|
||||
GameObject it;
|
||||
|
@ -87,12 +87,12 @@ namespace HeavenStudio.Common
|
|||
// SetArrowPos(time);
|
||||
|
||||
// no Clamp() because double
|
||||
time = System.Math.Max(Minigame.NgEarlyTime(), System.Math.Min(Minigame.NgLateTime(), time));
|
||||
time = System.Math.Max(Minigame.NgEarlyTime(pitch, margin), System.Math.Min(Minigame.NgLateTime(pitch, margin), time));
|
||||
|
||||
if (time >= Minigame.AceEarlyTime() && time <= Minigame.AceLateTime())
|
||||
if (time >= Minigame.AceEarlyTime(pitch, margin) && time <= Minigame.AceLateTime(pitch, margin))
|
||||
{
|
||||
type = Rating.Just;
|
||||
frac = (float)((time - Minigame.AceEarlyTime()) / (Minigame.AceLateTime() - Minigame.AceEarlyTime()));
|
||||
frac = (float)((time - Minigame.AceEarlyTime(pitch, margin)) / (Minigame.AceLateTime(pitch, margin) - Minigame.AceEarlyTime(pitch, margin)));
|
||||
y = barJustTransform.localScale.y * frac - (barJustTransform.localScale.y * 0.5f);
|
||||
}
|
||||
else
|
||||
|
@ -100,32 +100,32 @@ namespace HeavenStudio.Common
|
|||
if (time > 1.0)
|
||||
{
|
||||
// goes "down"
|
||||
if (time <= Minigame.JustLateTime())
|
||||
if (time <= Minigame.JustLateTime(pitch, margin))
|
||||
{
|
||||
type = Rating.OK;
|
||||
frac = (float)((time - Minigame.AceLateTime()) / (Minigame.JustLateTime() - Minigame.AceLateTime()));
|
||||
frac = (float)((time - Minigame.AceLateTime(pitch, margin)) / (Minigame.JustLateTime(pitch, margin) - Minigame.AceLateTime(pitch, margin)));
|
||||
y = ((barOKTransform.localScale.y - barJustTransform.localScale.y) * frac) + barJustTransform.localScale.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
type = Rating.NG;
|
||||
frac = (float)((time - Minigame.JustLateTime()) / (Minigame.NgLateTime() - Minigame.JustLateTime()));
|
||||
frac = (float)((time - Minigame.JustLateTime(pitch, margin)) / (Minigame.NgLateTime(pitch, margin) - Minigame.JustLateTime(pitch, margin)));
|
||||
y = ((barNGTransform.localScale.y - barOKTransform.localScale.y) * frac) + barOKTransform.localScale.y;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// goes "up"
|
||||
if (time >= Minigame.JustEarlyTime())
|
||||
if (time >= Minigame.JustEarlyTime(pitch, margin))
|
||||
{
|
||||
type = Rating.OK;
|
||||
frac = (float)((time - Minigame.JustEarlyTime()) / (Minigame.AceEarlyTime() - Minigame.JustEarlyTime()));
|
||||
frac = (float)((time - Minigame.JustEarlyTime(pitch, margin)) / (Minigame.AceEarlyTime(pitch, margin) - Minigame.JustEarlyTime(pitch, margin)));
|
||||
y = ((barOKTransform.localScale.y - barJustTransform.localScale.y) * -frac) - barJustTransform.localScale.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
type = Rating.NG;
|
||||
frac = (float)((time - Minigame.NgEarlyTime()) / (Minigame.JustEarlyTime() - Minigame.NgEarlyTime()));
|
||||
frac = (float)((time - Minigame.NgEarlyTime(pitch, margin)) / (Minigame.JustEarlyTime(pitch, margin) - Minigame.NgEarlyTime(pitch, margin)));
|
||||
y = ((barNGTransform.localScale.y - barOKTransform.localScale.y) * -frac) - barOKTransform.localScale.y;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue