mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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6a61b9d87a
* 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;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_CropStomp
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{
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public class Farmer : PlayerActionObject
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{
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public float nextStompBeat;
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private CropStomp game;
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PlayerActionEvent stomp;
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public void Init()
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{
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game = CropStomp.instance;
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}
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private void Update()
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{
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if (!game.isMarching)
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return;
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Conductor cond = Conductor.instance;
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if (stomp == null && cond.isPlaying)
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{
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if (GameManager.instance.currentGame == "cropStomp")
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{
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stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
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stomp.countsForAccuracy = false;
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}
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}
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if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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game.bodyAnim.Play("Crouch", 0, 0);
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}
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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// REMARK: does not count for performance
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Stomp(state >= 1f || state <= -1f);
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}
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private void Miss(PlayerActionEvent caller)
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{
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if (GameManager.instance.currentGame != "cropStomp") return;
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if (!game.isMarching)
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return;
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// REMARK: does not count for performance
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nextStompBeat += 2f;
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stomp?.Disable();
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stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
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stomp.countsForAccuracy = false;
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}
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private void Out(PlayerActionEvent caller) {}
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void Stomp(bool ng)
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{
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if (GameManager.instance.currentGame != "cropStomp") return;
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if (!game.isMarching)
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return;
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if (ng)
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{
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game.bodyAnim.Play("Crouch", 0, 0);
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}
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else
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{
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game.Stomp();
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game.bodyAnim.Play("Stomp", 0, 0);
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}
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nextStompBeat += 2f;
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stomp?.Disable();
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stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
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stomp.countsForAccuracy = false;
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}
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}
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}
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