HeavenStudioPlus/Assets/Scripts/Games/PlayerActionEvent.cs

138 lines
3.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using HeavenStudio.Util;
using Starpelly;
namespace HeavenStudio.Games
{
public class PlayerActionEvent : PlayerActionObject
{
public delegate void ActionEventCallback();
public delegate void ActionEventCallbackState(int state);
public ActionEventCallbackState OnHit; //Function to trigger when an input has been done perfectly
public ActionEventCallback OnMiss; //Function to trigger when an input has been missed
public ActionEventCallback OnBlank; //Function to trigger when an input has been recorded while this is pending
public float startBeat;
public float timer;
public bool canHit = true;
public bool enabled = true;
public InputType inputType;
public void setHitCallback(ActionEventCallbackState OnHit)
{
this.OnHit = OnHit;
}
public void setMissCallback(ActionEventCallback OnMiss)
{
this.OnMiss = OnMiss;
}
public void Enable() { enabled = true; }
public void Disable() { enabled = false; }
public void CanHit(bool canHit)
{
this.canHit = canHit;
}
public void Update()
{
if(!Conductor.instance.NotStopped()){CleanUp();} // If the song is stopped entirely in the editor, destroy itself as we don't want duplicates
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat,timer);
StateCheck(normalizedBeat);
if (normalizedBeat > Minigame.LateTime()) Miss();
if (IsCorrectInput())
{
if (state.perfect)
{
Hit(1);
}
else if (state.early)
{
Hit(0);
}
else if (state.late)
{
Hit(2);
}
else
{
Blank();
}
}
}
public bool IsCorrectInput()
{
return (
(PlayerInput.Pressed() && inputType == InputType.STANDARD_DOWN) ||
(PlayerInput.AltPressed() && inputType == InputType.STANDARD_ALT_DOWN) ||
(PlayerInput.GetAnyDirectionDown() && inputType == InputType.DIRECTION_DOWN) ||
(PlayerInput.PressedUp() && inputType == InputType.STANDARD_UP) ||
(PlayerInput.AltPressedUp() && inputType == InputType.STANDARD_ALT_UP) ||
(PlayerInput.GetAnyDirectionUp() && inputType == InputType.DIRECTION_UP)
);
}
//For the Autoplay
public override void OnAce()
{
Hit(1);
}
//The state parameter is either 0 -> Early, 1 -> Perfect, 2 -> Late
public void Hit(int state)
{
if (OnHit != null && enabled)
{
if(canHit)
{
OnHit(state);
CleanUp();
} else
{
OnBlank();
}
}
}
public void Miss()
{
if (OnMiss != null && enabled)
{
OnMiss();
CleanUp();
}
}
public void Blank()
{
if(OnBlank != null && enabled)
{
OnBlank();
}
}
public void CleanUp()
{
Destroy(this.gameObject);
}
}
}