mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 11:33:05 +00:00
531053cdd3
Also made some changes to how SwitchGame(), OnGameSwitch, and the jukebox work.
86 lines
No EOL
2.4 KiB
C#
86 lines
No EOL
2.4 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace RhythmHeavenMania.Games
|
|
{
|
|
public class Minigame : MonoBehaviour
|
|
{
|
|
public static float earlyTime = 0.84f, perfectTime = 0.91f, lateTime = 1.09f, endTime = 1.15f;
|
|
public List<Minigame.Eligible> EligibleHits = new List<Minigame.Eligible>();
|
|
|
|
[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;
|
|
}
|
|
|
|
// 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<Beatmap.Entity> 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;
|
|
}
|
|
}
|
|
} |