using System.Collections; using System.Collections.Generic; using UnityEngine; using HeavenStudio.Editor.Track; namespace HeavenStudio.Games { public class PlayerActionObject : MonoBehaviour { public bool inList = false; public Minigame.Eligible state = new Minigame.Eligible(); public List eligibleHitsList = new List(); //the variables below seem to be mostly unused (they are never used in any meaningful way) public int aceTimes; //always set to 0 no matter what (also, the one time it's used doesn't seem to make sense) public bool isEligible; //value never used for anything private bool autoPlayEnabledOnStart; //value never used for anything public bool triggersAutoplay = true; public void PlayerActionInit(GameObject g, float createBeat) { state.gameObject = g; state.createBeat = createBeat; autoPlayEnabledOnStart = GameManager.instance.autoplay; } private void CheckForAce(float normalizedBeat, bool autoPlay = false) { if (aceTimes == 0) { if (triggersAutoplay && (GameManager.instance.autoplay || autoPlay) && GameManager.instance.canInput && normalizedBeat > 0.995f) { OnAce(); if (!autoPlay) AceVisuals(); // aceTimes++; } } } public void ResetAce() { aceTimes = 0; } public void ResetState() { ResetAce(); } // could possibly add support for custom early, perfect, and end times if needed. public void StateCheck(float normalizedBeat, bool autoPlay = false) { CheckForAce(normalizedBeat, autoPlay); if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime()) { MakeEligible(true, false, false); } // Perfect State else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime()) { MakeEligible(false, true, false); } // Late State else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime()) { MakeEligible(false, false, true); } else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime()) { MakeInEligible(); } } public void MakeEligible(bool early, bool perfect, bool late) { if (!inList) { state.early = early; state.perfect = perfect; state.late = late; eligibleHitsList.Add(state); inList = true; } else { Minigame.Eligible es = eligibleHitsList[eligibleHitsList.IndexOf(state)]; es.early = early; es.perfect = perfect; es.late = late; } } public void MakeInEligible() { state.early = false; state.perfect = false; state.late = false; if (!inList) return; eligibleHitsList.Remove(state); inList = false; } public void RemoveObject(int currentHitInList, bool destroyObject = false) { if (currentHitInList < eligibleHitsList.Count) { eligibleHitsList.Remove(eligibleHitsList[currentHitInList]); currentHitInList++; if (destroyObject) Destroy(this.gameObject); } } // No list public void StateCheckNoList(float normalizedBeat) { CheckForAce(normalizedBeat); if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime()) { ModifyState(true, false, false); } // Perfect State else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime()) { ModifyState(false, true, false); } // Late State else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime()) { ModifyState(false, false, true); } else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime()) { // ineligible } } public virtual void OnAce() { } private void AceVisuals() { if (Timeline.instance != null) { Timeline.instance.AutoplayBTN.GetComponent().Play("Ace", 0, 0); } } private void ModifyState(bool early, bool perfect, bool late) { state.early = early; state.perfect = perfect; state.late = late; } private void OnDestroy() { MakeInEligible(); } } }