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Some clean up
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parent
52cee6f511
commit
93448a018f
2 changed files with 10 additions and 9 deletions
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@ -27,7 +27,7 @@ namespace RhythmHeavenMania.Games.SpaceSoccer
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public float nextAnimBeat;
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public float highKickSwing = 0f;
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private float lastSpriteRot;
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public bool canKick;
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public bool canKick; //unused
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private bool lastKickLeft;
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public void Init(Kicker kicker, float dispensedBeat)
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@ -39,7 +39,7 @@ namespace RhythmHeavenMania.Games.SpaceSoccer
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if(currentBeat - dispensedBeat < 2f) //check if ball is currently being dispensed (should only be false if starting in the middle of the remix)
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{
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Debug.Log("Dispensing");
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//Debug.Log("Dispensing");
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state = State.Dispensing;
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startBeat = dispensedBeat;
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nextAnimBeat = startBeat + GetAnimLength(State.Dispensing);
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@ -74,7 +74,7 @@ namespace RhythmHeavenMania.Games.SpaceSoccer
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}
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if (highKicks[i].beat > currentBeat)
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{
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Debug.Log("Setting state to kicked");
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//Debug.Log("Setting state to kicked");
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state = State.Kicked;
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float relativeBeat = currentBeat - dispensedBeat;
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startBeat = dispensedBeat + (int)(relativeBeat - 0.1); //this makes the startBeat be for the kick that is currently in progress, but it won't play the kicker's animation for that kick. the -0.1 makes it so that if playback is started right when the kicker kicks, it still plays the kicker's animation.
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@ -87,7 +87,7 @@ namespace RhythmHeavenMania.Games.SpaceSoccer
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highKickSwing = highKicks[i].swing;
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if (highKicks[i].beat + GetAnimLength(State.HighKicked) > currentBeat)
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{
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Debug.Log("Setting state to high kick");
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//Debug.Log("Setting state to high kick");
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state = State.HighKicked;
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float relativeBeat = highKicks[i].beat - dispensedBeat;
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startBeat = dispensedBeat + Mathf.Ceil(relativeBeat); //there is a chance this makes startBeat later than the current beat, but it shouldn't matter too much. It would only happen if the user places the high kicks incorrectly.
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@ -97,7 +97,7 @@ namespace RhythmHeavenMania.Games.SpaceSoccer
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}
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else
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{
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Debug.Log("Setting state to toe");
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//Debug.Log("Setting state to toe");
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state = State.Toe;
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float relativeBeat = Mathf.Ceil(highKicks[i].beat - dispensedBeat) + GetAnimLength(State.HighKicked); //there is a chance this makes startBeat later than the current beat, but it shouldn't matter too much. It would only happen if the user places the high kicks incorrectly.
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startBeat = dispensedBeat + relativeBeat;
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@ -107,15 +107,16 @@ namespace RhythmHeavenMania.Games.SpaceSoccer
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}
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}
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}
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if(state == State.Dispensing) //if the for loop didn't set the state
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if(state == 0) //if the for loop didn't set the state
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{
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Debug.Log("Defaulting to kicked state");
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//Debug.Log("Defaulting to kicked state");
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state = State.Kicked;
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float relativeBeat = currentBeat - dispensedBeat;
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startBeat = dispensedBeat + (int)(relativeBeat - 0.1); //this makes the startBeat be for the kick that is currently in progress, but it won't play the kicker's animation for that kick. the -0.1 makes it so that if playback is started right when the kicker kicks, it still plays the kicker's animation.
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nextAnimBeat = startBeat + GetAnimLength(State.Kicked);
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kicker.kickTimes = (int)(relativeBeat - 0.1) - numHighKicks - 1;
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}
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Update(); //make sure the ball is in the right place
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}
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public void Kick(bool player)
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@ -177,7 +178,7 @@ namespace RhythmHeavenMania.Games.SpaceSoccer
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private void Update()
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{
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switch (state)
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switch (state) //handle animations
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{
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case State.Dispensing:
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{
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@ -15,7 +15,7 @@ namespace RhythmHeavenMania.Games.SpaceSoccer
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[SerializeField] private Sprite[] backgroundSprite;
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[Header("Properties")]
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[SerializeField] private bool ballDispensed;
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[SerializeField] private bool ballDispensed; //unused
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public static SpaceSoccer instance { get; private set; }
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