Added a list to keep track of all the scheduled inputs of a minigame

...Along with an Util function to return the closest scheduled input
This commit is contained in:
Pengu123 2022-05-04 20:05:51 +02:00
parent f5bcd70756
commit 5cdd044154
2 changed files with 43 additions and 3 deletions

View file

@ -22,12 +22,14 @@ namespace HeavenStudio.Games
}
public List<PlayerActionEvent> scheduledInputs = new List<PlayerActionEvent>();
/**
* Schedule an Input for a later time in the minigame. Executes the methods put in parameters
*
* float startBeat : When the scheduling started (In beats)
* float timer : How many beats later should the input be recorded
* InputType inputType : The type of the input that's expected (Press, release, A, B, Directions..)
* float timer : How many beats later should the input be expected
* InputType inputType : The type of the input that's expected (Press, release, A, B, Directions..) (Check InputType class for a list)
* ActionEventCallbackState OnHit : Method to run if the Input has been Hit
* ActionEventCallback OnMiss : Method to run if the Input has been Missed
* ActionEventCallback OnBlank : Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much)
@ -52,17 +54,50 @@ namespace HeavenStudio.Games
evt.OnMiss = OnMiss;
evt.OnBlank = OnBlank;
evt.OnDestroy = RemoveScheduledInput;
evt.canHit = true;
evt.enabled = true;
evt.transform.parent = this.transform.parent;
//Instantiate(evtObj);
evtObj.SetActive(true);
scheduledInputs.Add(evt);
return evt;
}
public void RemoveScheduledInput(PlayerActionEvent evt)
{
scheduledInputs.Remove(evt);
}
//Get the scheduled input that should happen the **Soonest**
//Can return null if there's no scheduled inputs
public PlayerActionEvent GetClosestScheduledInput()
{
PlayerActionEvent closest = null;
foreach(PlayerActionEvent toCompare in scheduledInputs)
{
if(closest == null)
{
closest = toCompare;
} else
{
float t1 = closest.startBeat + closest.timer;
float t2 = toCompare.startBeat + toCompare.timer;
Debug.Log("t1=" + t1 + " -- t2=" + t2);
if (t2 < t1) closest = toCompare;
}
}
return closest;
}
// hopefully these will fix the lowbpm problem
public static float EarlyTime()
{

View file

@ -14,10 +14,14 @@ namespace HeavenStudio.Games
public delegate void ActionEventCallback();
public delegate void ActionEventCallbackState(float state);
public delegate void ActionEventCallbackSelf(PlayerActionEvent evt);
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 ActionEventCallbackSelf OnDestroy; //Function to trigger whenever this event gets destroyed. /!\ Shouldn't be used for a minigame! Use OnMiss instead /!\
public float startBeat;
public float timer;
@ -154,6 +158,7 @@ namespace HeavenStudio.Games
public void CleanUp()
{
OnDestroy(this);
Destroy(this.gameObject);
}