Clappy trio input problem fixed

This commit is contained in:
Braedon 2022-02-05 15:28:04 -05:00
parent ec773cb926
commit cbccf98d43
3 changed files with 11 additions and 37 deletions

View file

@ -197,7 +197,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 54588eb7ee0680643aeaf61dcf609903, type: 3}
m_Name:
m_EditorClassIdentifier:
time: 0.04
time: 0.01
--- !u!1 &2570987087158414682
GameObject:
m_ObjectHideFlags: 0

View file

@ -38,36 +38,10 @@ namespace RhythmHeavenMania.Games.ClappyTrio
private void Update()
{
if (PlayerInput.Pressed())
{
Clap(false);
}
if (clapVacant == true)
{
float normalizedBeat = (Conductor.instance.GetPositionFromBeat(lastClapBeat, lastClapLength));
/*if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && lastIndex == 0)
{
SetEligibility(true, false, false);
lastIndex++;
}
else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && lastIndex == 1)
{
SetEligibility(false, true, false);
// Clap();
lastIndex++;
}
else if (normalizedBeat > Minigame.LateTime() && lastIndex == 2)
{
SetEligibility(false, false, true);
clapVacant = false;
lastIndex = 0;
lastClapLength = 0;
lastClapBeat = 0;
hit = false;
}*/
StateCheck(normalizedBeat);
if (normalizedBeat > Minigame.LateTime())
@ -78,15 +52,13 @@ namespace RhythmHeavenMania.Games.ClappyTrio
lastClapBeat = 0;
}
}
}
/*public void ClearLog()
{
var assembly = System.Reflection.Assembly.GetAssembly(typeof(UnityEditor.Editor));
var type = assembly.GetType("UnityEditor.LogEntries");
var method = type.GetMethod("Clear");
method.Invoke(new object(), null);
}*/
if (PlayerInput.Pressed())
{
Clap(false);
}
}
public void SetClapAvailability(float startBeat, float length)
{

View file

@ -44,7 +44,7 @@ namespace RhythmHeavenMania.Games.DJSchool
{
Hold(true);
}
else if (state.notPerfect())
else
{
Hold(false);
}
@ -64,7 +64,7 @@ namespace RhythmHeavenMania.Games.DJSchool
{
Swipe();
}
else if (state.notPerfect())
else
{
UnHold();
}
@ -89,6 +89,8 @@ namespace RhythmHeavenMania.Games.DJSchool
public void UnHold()
{
isHolding = false;
anim.speed = -1;
anim.Play("Hold", 0, 0);