using System.Collections; using System.Collections.Generic; using UnityEngine; namespace HeavenStudio.Games { public class Minigame : MonoBehaviour { public static float earlyTime = 0.84f, perfectTime = 0.91f, lateTime = 1.09f, endTime = 1.15f; public List EligibleHits = new List(); [System.Serializable] public class Eligible { public GameObject gameObject; public bool early; public bool perfect; public bool late; public bool notPerfect() { return early || late; } public bool eligible() { return early || perfect || late; } public float createBeat; } public List scheduledInputs = new List(); /** * 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 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) */ public PlayerActionEvent ScheduleInput(float startBeat, float timer, InputType inputType, PlayerActionEvent.ActionEventCallbackState OnHit, PlayerActionEvent.ActionEventCallback OnMiss, PlayerActionEvent.ActionEventCallback OnBlank) { GameObject evtObj = new GameObject("ActionEvent" + (startBeat+timer)); evtObj.AddComponent(); PlayerActionEvent evt = evtObj.GetComponent(); evt.startBeat = startBeat; evt.timer = timer; evt.inputType = inputType; evt.OnHit = OnHit; evt.OnMiss = OnMiss; evt.OnBlank = OnBlank; evt.OnDestroy = RemoveScheduledInput; evt.canHit = true; evt.enabled = true; evt.transform.parent = this.transform.parent; 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() { return earlyTime; } public static float PerfectTime() { return perfectTime; } public static float LateTime() { return lateTime; } public static float EndTime() { return endTime; } public int firstEnable = 0; public virtual void OnGameSwitch(float beat) { //Below is a template that can be used for handling previous entities. //section below is if you only want to look at entities that overlap the game switch /* List prevEntities = GameManager.instance.Beatmap.entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == [insert game name]); foreach(Beatmap.Entity entity in prevEntities) { if(entity.beat + entity.length >= beat) { EventCaller.instance.CallEvent(entity, true); } } */ } public virtual void OnTimeChange() { } public int MultipleEventsAtOnce() { int sameTime = 0; for (int i = 0; i < EligibleHits.Count; i++) { float createBeat = EligibleHits[i].createBeat; if (EligibleHits.FindAll(c => c.createBeat == createBeat).Count > 0) { sameTime += 1; } } if (sameTime == 0 && EligibleHits.Count > 0) sameTime = 1; return sameTime; } } }