using System.Collections; using System.Collections.Generic; using UnityEngine; using System; using Starpelly; using RhythmHeavenMania.Util; namespace RhythmHeavenMania.Games.MrUpbeat { public class MrUpbeat : Minigame { [Header("References")] public GameObject metronome; public UpbeatMan man; public GameObject bt; public GameEvent beat = new GameEvent(); public bool canGo = false; public int beatCount = 0; public static MrUpbeat instance; private void Awake() { instance = this; } private void Start() { canGo = false; man.stepTimes = 0; SetInterval(0); var pos = Conductor.instance.songPositionInBeats; StartCoroutine(Upbeat(pos - Mathf.Round(pos))); } private void Update() { List gos = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "mrUpbeat/go"); for (int i = 0; i < gos.Count; i++) { if ((gos[i].beat - 0.15f) <= Conductor.instance.songPositionInBeats && (gos[i].beat + gos[i].length) - 0.15f > Conductor.instance.songPositionInBeats) { canGo = true; break; } else { canGo = false; } } if (canGo) { metronome.transform.eulerAngles = new Vector3(0, 0, 270 - Mathf.Cos(Mathf.PI * Conductor.instance.songPositionInBeats) * 75); } if (Conductor.instance.ReportBeat(ref beat.lastReportedBeat)) { StartCoroutine(Upbeat()); if (canGo) { if (beatCount % 2 == 0) Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight"); else Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft"); Beat(Mathf.Round(Conductor.instance.songPositionInBeats)); } } } public void SetInterval(float beat) { beatCount = 0; man.targetBeat = beat + 320f; man.Idle(); } public void Go(float beat) { beatCount = 0; } public void Ding(bool applause) { if(applause) Jukebox.PlayOneShotGame("mrUpbeat/applause"); else Jukebox.PlayOneShotGame("mrUpbeat/ding"); } public void Beat(float beat) { beatCount++; GameObject _beat = Instantiate(bt); _beat.transform.parent = bt.transform.parent; _beat.SetActive(true); UpbeatStep s = _beat.GetComponent(); s.startBeat = beat; } private IEnumerator Upbeat(float offset = 0) { yield return new WaitForSeconds(Conductor.instance.secPerBeat * 0.5f - offset); man.Blip(); } } }