mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-08 18:55:07 +00:00
Scoring System Preparation (#235)
* add calculation for accuracy * record accuracy for playthrough * implement forced miss scoring to some games
This commit is contained in:
parent
7dc9aad090
commit
6a61b9d87a
16 changed files with 171 additions and 62 deletions
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@ -60,6 +60,7 @@ namespace HeavenStudio
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public static GameManager instance { get; private set; }
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private EventCaller eventCaller;
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// average input accuracy (msec)
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List<int> inputOffsetSamples = new List<int>();
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float averageInputOffset = 0;
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public float AvgInputOffset
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@ -75,6 +76,18 @@ namespace HeavenStudio
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}
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}
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// input accuracy (%)
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double totalInputs = 0;
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double totalPlayerAccuracy = 0;
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public double PlayerAccuracy
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{
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get
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{
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if (totalInputs == 0) return 0;
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return totalPlayerAccuracy / totalInputs;
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}
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}
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private void Awake()
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{
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// autoplay = true;
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@ -190,6 +203,14 @@ namespace HeavenStudio
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}
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}
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public void ScoreInputAccuracy(double accuracy, bool late, double weight = 1)
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{
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totalInputs += weight;
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totalPlayerAccuracy += accuracy * weight;
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// push the hit event to the timing display
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}
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public void SeekAheadAndPreload(double start, float seekTime = 8f)
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{
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//seek ahead to preload games that have assetbundles
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@ -369,6 +390,10 @@ namespace HeavenStudio
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canInput = true;
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inputOffsetSamples.Clear();
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averageInputOffset = 0;
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totalInputs = 0;
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totalPlayerAccuracy = 0;
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StartCoroutine(PlayCo(beat));
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onBeatChanged?.Invoke(beat);
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}
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@ -409,6 +434,7 @@ namespace HeavenStudio
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KillAllSounds();
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Debug.Log($"Average input offset for playthrough: {averageInputOffset}ms");
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Debug.Log($"Accuracy for playthrough: {(PlayerAccuracy * 100) : 0.00}");
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if (playOnStart)
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{
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@ -28,6 +28,7 @@ namespace HeavenStudio.Games.Scripts_ClappyTrio
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if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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Clap(false);
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game.ScoreMiss();
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}
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}
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@ -28,7 +28,10 @@ namespace HeavenStudio.Games.Scripts_CropStomp
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if (stomp == null && cond.isPlaying)
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{
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if (GameManager.instance.currentGame == "cropStomp")
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{
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stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
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stomp.countsForAccuracy = false;
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}
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}
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if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
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@ -52,6 +55,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp
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nextStompBeat += 2f;
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stomp?.Disable();
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stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
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stomp.countsForAccuracy = false;
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}
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private void Out(PlayerActionEvent caller) {}
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@ -73,6 +77,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp
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nextStompBeat += 2f;
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stomp?.Disable();
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stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
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stomp.countsForAccuracy = false;
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}
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}
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}
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@ -232,6 +232,7 @@ namespace HeavenStudio.Games
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{
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student.OnMissHoldForPlayerInput();
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student.isHolding = true;
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ScoreMiss();
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}
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else if(PlayerInput.PressedUp() && !IsExpectingInputNow() && student.isHolding) //Let go during hold
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{
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@ -102,6 +102,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
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if (!FanClub.instance.IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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ClapStart(false);
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FanClub.instance.ScoreMiss();
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}
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}
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if (PlayerInput.Pressing())
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@ -118,6 +119,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
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if (clappingStartTime != Single.MinValue && cond.songPositionInBeats > clappingStartTime + 2f && stopCharge && !FanClub.instance.IsExpectingInputNow(InputType.STANDARD_UP))
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{
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JumpStart(false);
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FanClub.instance.ScoreMiss();
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}
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else
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{
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@ -152,6 +152,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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{
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//start a forced-fail combo sequence
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ForceFailCombo(cond.songPositionInBeats);
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KarateMan.instance.ScoreMiss(2);
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}
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}
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else if (PlayerInput.AltPressedUp())
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@ -156,6 +156,7 @@ namespace HeavenStudio.Games
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var stepPlayerAnim = (beatAnimCheck % 2 != 0 ? "OffbeatMarch" : "OnbeatMarch");
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Jukebox.PlayOneShotGame("lockstep/miss");
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stepswitcherP.DoScaledAnimationAsync(stepPlayerAnim, 0.5f);
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ScoreMiss();
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}
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}
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@ -154,6 +154,7 @@ namespace HeavenStudio.Games
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Jukebox.PlayOneShot("miss");
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Sarge.DoScaledAnimationAsync("Anger", 0.5f);
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Steam.DoScaledAnimationAsync("Steam", 0.5f);
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ScoreMiss();
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marchPlayerCount += 1;
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var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
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@ -9,6 +9,7 @@ namespace HeavenStudio.Games
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public class Minigame : MonoBehaviour
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{
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public static float earlyTime = 0.07f, perfectTime = 0.04f, aceEarlyTime = 0.01f, aceLateTime = 0.01f, lateTime = 0.04f, endTime = 0.07f;
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public static float rankHiThreshold = 0.8f, rankOkThreshold = 0.6f;
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[SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences;
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public List<Minigame.Eligible> EligibleHits = new List<Minigame.Eligible>();
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@ -171,7 +172,7 @@ namespace HeavenStudio.Games
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public static float AceStartTime()
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{
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return 1f + ScaleTimingMargin(aceEarlyTime);
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return 1f - ScaleTimingMargin(aceEarlyTime);
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}
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public static float AceEndTime()
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@ -250,6 +251,11 @@ namespace HeavenStudio.Games
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return null;
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}
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public void ScoreMiss(double weight = 1f)
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{
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GameManager.instance.ScoreInputAccuracy(0, true, weight);
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}
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private void OnDestroy() {
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foreach (var evt in scheduledInputs)
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{
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@ -53,6 +53,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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{
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Jukebox.PlayOneShot("miss");
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PlayerJump(cond.songPositionInBeats, true, false);
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PajamaParty.instance.ScoreMiss();
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}
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if (PlayerInput.AltPressed() && canCharge)
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{
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@ -62,6 +63,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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{
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Jukebox.PlayOneShot("miss");
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EndCharge(cond.songPositionInBeats, false, false);
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PajamaParty.instance.ScoreMiss();
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}
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// mako jumping logic
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@ -11,6 +11,7 @@ namespace HeavenStudio.Games
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public class PlayerActionEvent : PlayerActionObject
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{
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public static bool EnableAutoplayCheat = false;
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public delegate void ActionEventCallback(PlayerActionEvent caller);
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public delegate void ActionEventCallbackState(PlayerActionEvent caller, float state);
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@ -33,6 +34,8 @@ namespace HeavenStudio.Games
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public InputType inputType; //The type of input. Check the InputType class to see a list of all of them
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public bool perfectOnly = false; //Indicates that the input only recognize perfect inputs.
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public bool countsForAccuracy = true; //Indicates if the input counts for the accuracy or not. If set to false, it'll not be counted in the accuracy calculation
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public void setHitCallback(ActionEventCallbackState OnHit)
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{
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@ -60,31 +63,27 @@ namespace HeavenStudio.Games
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if (noAutoplay && autoplayOnly) autoplayOnly = false;
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if (noAutoplay && triggersAutoplay){ triggersAutoplay = false; }
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float normalizedBeat = GetNormalizedTime();
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float stateProg = ((normalizedBeat - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2;
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StateCheck(normalizedBeat);
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double normalizedTime = GetNormalizedTime();
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double stateProg = ((normalizedTime - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2;
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StateCheck(normalizedTime);
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//BUGFIX: ActionEvents destroyed too early
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if (normalizedBeat > Minigame.EndTime()) Miss();
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if (normalizedTime > Minigame.EndTime()) Miss();
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if (IsCorrectInput() && !autoplayOnly)
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{
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if (state.perfect)
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{
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Hit(stateProg);
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if (normalizedBeat >= Minigame.AceStartTime() && normalizedBeat <= Minigame.AceEndTime())
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{
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// push an ace event
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}
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Hit(stateProg, normalizedTime);
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}
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else if (state.early && !perfectOnly)
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{
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Hit(-1f);
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Hit(-1f, normalizedTime);
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}
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else if (state.late && !perfectOnly)
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{
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Hit(1f);
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Hit(1f, normalizedTime);
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}
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else
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{
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@ -95,18 +94,18 @@ namespace HeavenStudio.Games
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public bool IsExpectingInputNow()
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{
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float normalizedBeat = GetNormalizedTime();
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double normalizedBeat = GetNormalizedTime();
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return normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.EndTime();
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}
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float GetNormalizedTime()
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double GetNormalizedTime()
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{
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var cond = Conductor.instance;
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double currTime = cond.GetSongPosFromBeat(cond.songPositionInBeatsAsDouble);
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double targetTime = cond.GetSongPosFromBeat(startBeat + timer);
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double min = targetTime - 1f;
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double max = targetTime + 1f;
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return 1f + (float)(((currTime - min) / (max - min))-0.5f)*2;
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return 1f + (((currTime - min) / (max - min))-0.5f)*2;
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}
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public bool IsCorrectInput()
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@ -138,30 +137,88 @@ namespace HeavenStudio.Games
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//For the Autoplay
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public override void OnAce()
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{
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat,timer);
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// allows ace detection with this new system
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float stateProg = ((normalizedBeat - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2;
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Hit(stateProg);
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if (EnableAutoplayCheat)
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{
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Hit(0f, 1f);
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}
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else
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{
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double normalizedBeat = GetNormalizedTime();
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double stateProg = ((normalizedBeat - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2;
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Hit(stateProg, normalizedBeat);
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}
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}
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//The state parameter is either -1 -> Early, 0 -> Perfect, 1 -> Late
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public void Hit(float state)
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public void Hit(double state, double time)
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{
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if (OnHit != null && enabled)
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{
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if(canHit)
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{
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float normalized = GetNormalizedTime() - 1f;
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double normalized = time - 1f;
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int offset = Mathf.CeilToInt((float)normalized * 1000);
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GameManager.instance.AvgInputOffset = offset;
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OnHit(this, state);
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OnHit(this, (float) state);
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CleanUp();
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if (countsForAccuracy && !(noAutoplay || autoplayOnly))
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GameManager.instance.ScoreInputAccuracy(TimeToAccuracy(time), time > 1.0, 1.0);
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} else
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{
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Blank();
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}
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}
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}
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double TimeToAccuracy(double time)
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{
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if (time >= Minigame.AceStartTime() && time <= Minigame.AceEndTime())
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{
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// Ace
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Debug.Log("Accuracy (Ace): " + 1.0);
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return 1.0;
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}
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double state = 0;
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if (time >= Minigame.PerfectTime() && time <= Minigame.LateTime())
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{
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// Good Hit
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if (time > 1.0)
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{
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// late half of timing window
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state = 1.0 - ((time - Minigame.AceEndTime()) / (Minigame.LateTime() - Minigame.AceEndTime()));
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state *= 1.0 - Minigame.rankHiThreshold;
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state += Minigame.rankHiThreshold;
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Debug.Log("Accuracy (Late): " + state);
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}
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else
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{
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//early half of timing window
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state = ((time - Minigame.PerfectTime()) / (Minigame.AceStartTime() - Minigame.PerfectTime()));
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state *= 1.0 - Minigame.rankHiThreshold;
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state += Minigame.rankHiThreshold;
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Debug.Log("Accuracy (Early): " + state);
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}
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}
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else
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{
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if (time > 1.0)
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{
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// late half of timing window
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state = 1.0 - ((time - Minigame.LateTime()) / (Minigame.EndTime() - Minigame.LateTime()));
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state *= Minigame.rankOkThreshold;
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Debug.Log("Accuracy (Late NG): " + state);
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}
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else
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{
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//early half of timing window
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state = ((time - Minigame.PerfectTime()) / (Minigame.AceStartTime() - Minigame.PerfectTime()));
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state *= Minigame.rankOkThreshold;
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Debug.Log("Accuracy (Early NG): " + state);
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}
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}
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return state;
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}
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public void Miss()
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@ -172,6 +229,8 @@ namespace HeavenStudio.Games
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}
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CleanUp();
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if (countsForAccuracy && !(noAutoplay || autoplayOnly))
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GameManager.instance.ScoreInputAccuracy(0, true, 1.0);
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}
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public void Blank()
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@ -28,7 +28,7 @@ namespace HeavenStudio.Games
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autoPlayEnabledOnStart = GameManager.instance.autoplay;
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}
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private void CheckForAce(float normalizedBeat, bool autoPlay = false)
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private void CheckForAce(double normalizedBeat, bool autoPlay = false)
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{
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if (aceTimes == 0)
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{
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@ -53,7 +53,7 @@ namespace HeavenStudio.Games
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}
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// could possibly add support for custom early, perfect, and end times if needed.
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public void StateCheck(float normalizedBeat, bool autoPlay = false)
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public void StateCheck(double normalizedBeat, bool autoPlay = false)
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{
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CheckForAce(normalizedBeat, autoPlay);
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if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime())
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@ -8,23 +8,24 @@ namespace HeavenStudio.Games.Loaders
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using static Minigames;
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public static class PcoSomenLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("rhythmSomen", "Rhythm Sōmen", "99CC34", false, false, new List<GameAction>()
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{
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new GameAction("crane (far)", "Far Crane")
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{
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function = delegate { RhythmSomen.instance.DoFarCrane(eventCaller.currentEntity.beat); },
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defaultLength = 4.0f,
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function = delegate { RhythmSomen.instance.DoFarCrane(eventCaller.currentEntity.beat); },
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defaultLength = 4.0f,
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},
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new GameAction("crane (close)", "Close Crane")
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{
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function = delegate { RhythmSomen.instance.DoCloseCrane(eventCaller.currentEntity.beat); },
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defaultLength = 3.0f,
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function = delegate { RhythmSomen.instance.DoCloseCrane(eventCaller.currentEntity.beat); },
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defaultLength = 3.0f,
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},
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new GameAction("crane (both)", "Both Cranes")
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{
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function = delegate { RhythmSomen.instance.DoBothCrane(eventCaller.currentEntity.beat); },
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defaultLength = 4.0f,
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function = delegate { RhythmSomen.instance.DoBothCrane(eventCaller.currentEntity.beat); },
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defaultLength = 4.0f,
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},
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new GameAction("offbeat bell", "Offbeat Warning")
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{
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@ -66,14 +67,15 @@ namespace HeavenStudio.Games
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var cond = Conductor.instance;
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
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{
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SomenPlayer.Play("HeadBob", -1, 0);
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SomenPlayer.Play("HeadBob", -1, 0);
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}
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if (PlayerInput.Pressed() && !IsExpectingInputNow())
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{
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Jukebox.PlayOneShotGame("rhythmSomen/somen_mistake");
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FrontArm.Play("ArmPluck", -1, 0);
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EffectSweat.Play("BlobSweating", -1, 0);
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Jukebox.PlayOneShotGame("rhythmSomen/somen_mistake");
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FrontArm.Play("ArmPluck", -1, 0);
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EffectSweat.Play("BlobSweating", -1, 0);
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ScoreMiss();
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}
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}
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@ -87,7 +89,7 @@ namespace HeavenStudio.Games
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new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f),
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});
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BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { FarCrane.Play("Drop", -1, 0);}),
|
||||
new BeatAction.Action(beat + 1.0f, delegate { FarCrane.Play("Open", -1, 0);}),
|
||||
|
@ -106,7 +108,7 @@ namespace HeavenStudio.Games
|
|||
new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f),
|
||||
});
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { CloseCrane.Play("DropClose", -1, 0);}),
|
||||
new BeatAction.Action(beat + 1.0f, delegate { CloseCrane.Play("OpenClose", -1, 0);}),
|
||||
|
@ -115,7 +117,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
}
|
||||
|
||||
public void DoBothCrane(float beat)
|
||||
public void DoBothCrane(float beat)
|
||||
{
|
||||
//Both Drop Multisound
|
||||
ScheduleInput(beat, 2f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
|
||||
|
@ -127,7 +129,7 @@ namespace HeavenStudio.Games
|
|||
new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f),
|
||||
});
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { CloseCrane.Play("DropClose", -1, 0);}),
|
||||
new BeatAction.Action(beat, delegate { FarCrane.Play("Drop", -1, 0);}),
|
||||
|
@ -139,33 +141,33 @@ namespace HeavenStudio.Games
|
|||
|
||||
}
|
||||
|
||||
public void DoBell(float beat)
|
||||
{
|
||||
//Bell Sound lol
|
||||
Jukebox.PlayOneShotGame("rhythmSomen/somen_bell");
|
||||
public void DoBell(float beat)
|
||||
{
|
||||
//Bell Sound lol
|
||||
Jukebox.PlayOneShotGame("rhythmSomen/somen_bell");
|
||||
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { EffectExclam.Play("ExclamAppear", -1, 0);}),
|
||||
});
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void CatchSuccess(PlayerActionEvent caller, float state)
|
||||
{
|
||||
public void CatchSuccess(PlayerActionEvent caller, float state)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("rhythmSomen/somen_catch");
|
||||
FrontArm.Play("ArmPluck", -1, 0);
|
||||
EffectHit.Play("HitAppear", -1, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public void CatchMiss(PlayerActionEvent caller)
|
||||
{
|
||||
public void CatchMiss(PlayerActionEvent caller)
|
||||
{
|
||||
EffectShock.Play("ShockAppear", -1, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public void CatchEmpty(PlayerActionEvent caller)
|
||||
{
|
||||
public void CatchEmpty(PlayerActionEvent caller)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -59,7 +59,7 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
|
|||
|
||||
// Auto-release if holding at release time.
|
||||
if (normalizedBeat >= 1f)
|
||||
endEvent.Hit(0f);
|
||||
endEvent.Hit(0f, 1f);
|
||||
}
|
||||
|
||||
loop.transform.localScale = Vector2.one / holder.transform.localScale;
|
||||
|
|
|
@ -84,9 +84,9 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
|
||||
launchProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat, 2f, InputType.STANDARD_ALT_DOWN, LaunchSuccess, LaunchMiss, LaunchThrough);
|
||||
//autoplay: launch anim
|
||||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 2f, InputType.STANDARD_ALT_DOWN, DoLaunchAutoplay, LaunchThrough, LaunchThrough);
|
||||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 2f, InputType.STANDARD_ALT_DOWN, DoLaunchAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
|
||||
//autoplay: unstep
|
||||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 1.75f, InputType.STANDARD_ALT_UP, DoUnStepAutoplay, LaunchThrough, LaunchThrough);
|
||||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 1.75f, InputType.STANDARD_ALT_UP, DoUnStepAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
|
||||
|
||||
currentCurve = SamuraiSliceNtr.instance.InCurve;
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (360f * startBeat));
|
||||
|
@ -216,9 +216,9 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
{
|
||||
flyProg = 2;
|
||||
launchProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 2f, InputType.STANDARD_ALT_DOWN, LaunchSuccess, LaunchMiss, LaunchThrough);
|
||||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 2f, InputType.STANDARD_ALT_DOWN, DoLaunchAutoplay, LaunchThrough, LaunchThrough);
|
||||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 2f, InputType.STANDARD_ALT_DOWN, DoLaunchAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
|
||||
//autoplay: unstep
|
||||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 1.75f, InputType.STANDARD_ALT_UP, DoUnStepAutoplay, LaunchThrough, LaunchThrough);
|
||||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 1.75f, InputType.STANDARD_ALT_UP, DoUnStepAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
|
||||
currentCurve = null;
|
||||
|
||||
Jukebox.PlayOneShotGame("samuraiSliceNtr/holy_mackerel" + UnityEngine.Random.Range(1, 4), pitch: UnityEngine.Random.Range(0.95f, 1.05f), volume: 0.8f);
|
||||
|
@ -227,13 +227,13 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
case (int) SamuraiSliceNtr.ObjectType.Demon:
|
||||
flyProg = 1;
|
||||
hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 4f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
|
||||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 4f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough);
|
||||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 4f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
|
||||
currentCurve = SamuraiSliceNtr.instance.LaunchHighCurve;
|
||||
break;
|
||||
default:
|
||||
flyProg = 1;
|
||||
hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 2f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
|
||||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 2f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough);
|
||||
SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 2f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
|
||||
currentCurve = SamuraiSliceNtr.instance.LaunchCurve;
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -162,6 +162,7 @@ namespace HeavenStudio.Games
|
|||
Jukebox.PlayOneShotGame($"tambourine/player/shake/{UnityEngine.Random.Range(1, 6)}");
|
||||
sweatAnimator.Play("Sweating", 0, 0);
|
||||
SummonFrog();
|
||||
ScoreMiss();
|
||||
if (!intervalStarted)
|
||||
{
|
||||
sadFace.SetActive(true);
|
||||
|
@ -173,6 +174,7 @@ namespace HeavenStudio.Games
|
|||
Jukebox.PlayOneShotGame($"tambourine/player/hit/{UnityEngine.Random.Range(1, 6)}");
|
||||
sweatAnimator.Play("Sweating", 0, 0);
|
||||
SummonFrog();
|
||||
ScoreMiss();
|
||||
if (!intervalStarted)
|
||||
{
|
||||
sadFace.SetActive(true);
|
||||
|
|
Loading…
Reference in a new issue