mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
4c4d0a7a7a
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
82 lines
No EOL
2.1 KiB
C#
82 lines
No EOL
2.1 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Scripts_DrummingPractice
|
|
{
|
|
public class DrummerHit : MonoBehaviour
|
|
{
|
|
DrummingPractice game;
|
|
public float startBeat;
|
|
public bool applause = true;
|
|
|
|
// Start is called before the first frame update
|
|
void Awake()
|
|
{
|
|
game = DrummingPractice.instance;
|
|
}
|
|
|
|
void Start()
|
|
{
|
|
game.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
|
|
|
|
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(startBeat+1f, delegate {
|
|
Jukebox.PlayOneShotGame("drummingPractice/drum");
|
|
game.leftDrummer.Hit(true, false);
|
|
game.rightDrummer.Hit(true, false);
|
|
}),
|
|
});
|
|
}
|
|
|
|
// Update is called once per frame
|
|
void Update() { }
|
|
|
|
private void Just(PlayerActionEvent caller, float state)
|
|
{
|
|
if (state >= 1f || state <= -1f) {
|
|
Hit(false);
|
|
}
|
|
Hit(true);
|
|
}
|
|
|
|
private void Miss(PlayerActionEvent caller)
|
|
{
|
|
game.SetFaces(2);
|
|
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(startBeat+2f, delegate {
|
|
game.SetFaces(0);
|
|
})
|
|
});
|
|
CleanUp();
|
|
}
|
|
|
|
private void Out(PlayerActionEvent caller) {}
|
|
|
|
public void Hit(bool _hit)
|
|
{
|
|
game.player.Hit(_hit, applause, true);
|
|
game.SetFaces(_hit ? 1 : 2);
|
|
|
|
if (!_hit)
|
|
{
|
|
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(startBeat+2f, delegate {
|
|
game.SetFaces(0);
|
|
}),
|
|
});
|
|
}
|
|
CleanUp();
|
|
}
|
|
|
|
public void CleanUp()
|
|
{
|
|
Destroy(gameObject);
|
|
}
|
|
}
|
|
} |