HeavenStudioPlus/Assets/Scripts/Games/DrummingPractice/DrummerHit.cs
minenice55 63a2814caa Timekeeping Improvements and Small Optimizations (#544)
* make BeatActions coroutines instead of componentrs

* pooled scheduled sounds

implement S' entity seek

* remove debug prints from last two changes

* implement absolute time tracking

implement DSP time resyncing

* optimize GameManager

* update TMPro

* update IDE packages

* fix dsp sync making the drift worse

* fix issue with the JSL dll

* relocate debug print

* make scheduled pitch setter functional

* any cpu
2023-09-11 22:28:04 +00:00

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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 double 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, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat+1f, delegate {
SoundByte.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, 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, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat+2f, delegate {
game.SetFaces(0);
}),
});
}
CleanUp();
}
public void CleanUp()
{
Destroy(gameObject);
}
}
}