HeavenStudioPlus/Assets/Scripts/Games/PlayerActionObject.cs
2021-12-30 03:26:18 -05:00

83 lines
No EOL
2.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace RhythmHeavenMania.Games
{
public class PlayerActionObject : MonoBehaviour
{
public bool inList = false;
public int lastState;
private Minigame.Eligible e = new Minigame.Eligible();
public bool isEligible;
public void PlayerActionInit(GameObject g)
{
e.gameObject = g;
}
// could possibly add support for custom early, perfect, and end times if needed.
public void StateCheck(float normalizedBeat, List<Minigame.Eligible> eligibleHitsList)
{
if (!isEligible) return;
if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && lastState == 0)
{
MakeEligible(true, false, false, eligibleHitsList);
lastState++;
}
// Perfect State
else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && lastState == 1)
{
MakeEligible(false, true, false, eligibleHitsList);
lastState++;
}
// Late State
else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime() && lastState == 2)
{
MakeEligible(false, false, true, eligibleHitsList);
lastState++;
}
else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime())
{
MakeInEligible(eligibleHitsList);
}
}
public void MakeEligible(bool early, bool perfect, bool late, List<Minigame.Eligible> eligibleHitsList)
{
if (!inList)
{
e.early = early;
e.perfect = perfect;
e.late = late;
eligibleHitsList.Add(e);
inList = true;
}
else
{
Minigame.Eligible es = eligibleHitsList[eligibleHitsList.IndexOf(e)];
es.early = early;
es.perfect = perfect;
es.late = late;
}
}
public void MakeInEligible(List<Minigame.Eligible> eligibleHitsList)
{
if (!inList) return;
eligibleHitsList.Remove(e);
inList = false;
}
public void RemoveObject(int currentHitInList, List<Minigame.Eligible> EligibleHits)
{
if (currentHitInList < EligibleHits.Count)
{
EligibleHits.Remove(EligibleHits[currentHitInList]);
currentHitInList++;
}
}
}
}