using System.Collections; using System.Collections.Generic; using UnityEngine; namespace RhythmHeavenMania.Games { public class PlayerActionObject : MonoBehaviour { public bool inList = false; public int lastState; private Minigame.Eligible e = new Minigame.Eligible(); public void PlayerActionInit(GameObject g) { e.gameObject = g; } // could possibly add support for custom early, perfect, and end times if needed. public void StateCheck(float normalizedBeat, List eligibleHitsList) { if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && lastState == 0) { MakeEligible(true, false, false, eligibleHitsList); lastState++; } // Perfect State else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && lastState == 1) { MakeEligible(false, true, false, eligibleHitsList); lastState++; } // Late State else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime() && lastState == 2) { MakeEligible(false, false, true, eligibleHitsList); lastState++; } else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime()) { MakeInEligible(eligibleHitsList); } } public void MakeEligible(bool early, bool perfect, bool late, List eligibleHitsList) { if (!inList) { e.early = early; e.perfect = perfect; e.late = late; eligibleHitsList.Add(e); inList = true; } else { Minigame.Eligible es = eligibleHitsList[eligibleHitsList.IndexOf(e)]; es.early = early; es.perfect = perfect; es.late = late; } } public void MakeInEligible(List eligibleHitsList) { if (!inList) return; eligibleHitsList.Remove(e); inList = false; } public void RemoveObject(int currentHitInList, List EligibleHits) { if (currentHitInList < EligibleHits.Count) { EligibleHits.Remove(EligibleHits[currentHitInList]); currentHitInList++; } } } }