HeavenStudio/Assets/Scripts/Games/PlayerActionObject.cs

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C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using HeavenStudio.Editor.Track;
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namespace HeavenStudio.Games
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{
public class PlayerActionObject : MonoBehaviour
{
public bool inList = false;
public Minigame.Eligible state = new Minigame.Eligible();
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public List<Minigame.Eligible> eligibleHitsList = new List<Minigame.Eligible>();
//the variables below seem to be mostly unused (they are never used in any meaningful way)
public int aceTimes; //always set to 0 no matter what (also, the one time it's used doesn't seem to make sense)
public bool isEligible; //value never used for anything
private bool autoPlayEnabledOnStart; //value never used for anything
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public bool triggersAutoplay = true;
public void PlayerActionInit(GameObject g, float createBeat)
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{
state.gameObject = g;
state.createBeat = createBeat;
autoPlayEnabledOnStart = GameManager.instance.autoplay;
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}
private void CheckForAce(float normalizedBeat, bool autoPlay = false)
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{
if (aceTimes == 0)
{
if (triggersAutoplay && (GameManager.instance.autoplay || autoPlay) && GameManager.instance.canInput && normalizedBeat >= 1f - (Time.deltaTime*0.5f))
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{
OnAce();
if (!autoPlay)
AceVisuals();
// aceTimes++;
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}
}
}
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public void ResetAce()
{
aceTimes = 0;
}
public void ResetState()
{
ResetAce();
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}
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// could possibly add support for custom early, perfect, and end times if needed.
public void StateCheck(float normalizedBeat, bool autoPlay = false)
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{
CheckForAce(normalizedBeat, autoPlay);
if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime())
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{
MakeEligible(true, false, false);
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}
// Perfect State
else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime())
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{
MakeEligible(false, true, false);
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}
// Late State
else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime())
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{
MakeEligible(false, false, true);
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}
else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime())
{
MakeInEligible();
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}
}
public void MakeEligible(bool early, bool perfect, bool late)
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{
if (!inList)
{
state.early = early;
state.perfect = perfect;
state.late = late;
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eligibleHitsList.Add(state);
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inList = true;
}
else
{
Minigame.Eligible es = eligibleHitsList[eligibleHitsList.IndexOf(state)];
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es.early = early;
es.perfect = perfect;
es.late = late;
}
}
public void MakeInEligible()
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{
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state.early = false;
state.perfect = false;
state.late = false;
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if (!inList) return;
eligibleHitsList.Remove(state);
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inList = false;
}
public void RemoveObject(int currentHitInList, bool destroyObject = false)
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{
if (currentHitInList < eligibleHitsList.Count)
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{
eligibleHitsList.Remove(eligibleHitsList[currentHitInList]);
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currentHitInList++;
if (destroyObject) Destroy(this.gameObject);
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}
}
// No list
public void StateCheckNoList(float normalizedBeat)
{
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CheckForAce(normalizedBeat);
if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime())
{
ModifyState(true, false, false);
}
// Perfect State
else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime())
{
ModifyState(false, true, false);
}
// Late State
else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime())
{
ModifyState(false, false, true);
}
else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime())
{
// ineligible
}
}
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public virtual void OnAce()
{
}
private void AceVisuals()
{
if (Timeline.instance != null)
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{
Timeline.instance.AutoplayBTN.GetComponent<Animator>().Play("Ace", 0, 0);
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}
}
private void ModifyState(bool early, bool perfect, bool late)
{
state.early = early;
state.perfect = perfect;
state.late = late;
}
private void OnDestroy()
{
MakeInEligible();
}
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}
}