mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 05:35:08 +00:00
a8b6f345a2
* add calculation for accuracy * record accuracy for playthrough * implement forced miss scoring to some games
83 lines
2.4 KiB
C#
83 lines
2.4 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Scripts_CropStomp
|
|
{
|
|
public class Farmer : PlayerActionObject
|
|
{
|
|
public float nextStompBeat;
|
|
|
|
private CropStomp game;
|
|
|
|
PlayerActionEvent stomp;
|
|
|
|
public void Init()
|
|
{
|
|
game = CropStomp.instance;
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if (!game.isMarching)
|
|
return;
|
|
Conductor cond = Conductor.instance;
|
|
|
|
if (stomp == null && cond.isPlaying)
|
|
{
|
|
if (GameManager.instance.currentGame == "cropStomp")
|
|
{
|
|
stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
|
|
stomp.countsForAccuracy = false;
|
|
}
|
|
}
|
|
|
|
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
|
|
{
|
|
game.bodyAnim.Play("Crouch", 0, 0);
|
|
}
|
|
}
|
|
|
|
private void Just(PlayerActionEvent caller, float state)
|
|
{
|
|
// REMARK: does not count for performance
|
|
Stomp(state >= 1f || state <= -1f);
|
|
}
|
|
|
|
private void Miss(PlayerActionEvent caller)
|
|
{
|
|
if (GameManager.instance.currentGame != "cropStomp") return;
|
|
if (!game.isMarching)
|
|
return;
|
|
// REMARK: does not count for performance
|
|
nextStompBeat += 2f;
|
|
stomp?.Disable();
|
|
stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
|
|
stomp.countsForAccuracy = false;
|
|
}
|
|
|
|
private void Out(PlayerActionEvent caller) {}
|
|
|
|
void Stomp(bool ng)
|
|
{
|
|
if (GameManager.instance.currentGame != "cropStomp") return;
|
|
if (!game.isMarching)
|
|
return;
|
|
if (ng)
|
|
{
|
|
game.bodyAnim.Play("Crouch", 0, 0);
|
|
}
|
|
else
|
|
{
|
|
game.Stomp();
|
|
game.bodyAnim.Play("Stomp", 0, 0);
|
|
}
|
|
nextStompBeat += 2f;
|
|
stomp?.Disable();
|
|
stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
|
|
stomp.countsForAccuracy = false;
|
|
}
|
|
}
|
|
}
|