HeavenStudio/Assets/Scripts/Games/DrummingPractice/DrummerHit.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_DrummingPractice
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{
public class DrummerHit : MonoBehaviour
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{
DrummingPractice game;
public double startBeat;
public bool applause = true;
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// Start is called before the first frame update
void Awake()
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{
game = DrummingPractice.instance;
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}
void Start()
{
game.ScheduleInput(startBeat, 1f, DrummingPractice.InputAction_BasicPress, 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);
}),
});
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}
// Update is called once per frame
void Update() { }
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private void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f) {
Hit(false);
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}
Hit(true);
}
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private void Miss(PlayerActionEvent caller)
{
game.SetFaces(2);
BeatAction.New(game, new List<BeatAction.Action>()
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{
new BeatAction.Action(startBeat+2f, delegate {
game.SetFaces(0);
})
});
CleanUp();
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}
private void Out(PlayerActionEvent caller) {}
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public void Hit(bool _hit)
{
game.player.Hit(_hit, applause, true);
game.SetFaces(_hit ? 1 : 2);
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if (!_hit)
{
BeatAction.New(game, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat+2f, delegate {
game.SetFaces(0);
}),
});
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}
CleanUp();
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}
public void CleanUp()
{
Destroy(gameObject);
}
}
}