HeavenStudio/Assets/Scripts/Games/PlayerActionObject.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace RhythmHeavenMania.Games
{
public class PlayerActionObject : MonoBehaviour
{
public bool inList = false;
public int lastState;
public Minigame.Eligible state = new Minigame.Eligible();
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public bool isEligible;
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public void PlayerActionInit(GameObject g)
{
state.gameObject = g;
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}
// could possibly add support for custom early, perfect, and end times if needed.
public void StateCheck(float normalizedBeat, List<Minigame.Eligible> eligibleHitsList)
{
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if (!isEligible) return;
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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)
{
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(List<Minigame.Eligible> eligibleHitsList)
{
if (!inList) return;
eligibleHitsList.Remove(state);
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inList = false;
}
public void RemoveObject(int currentHitInList, List<Minigame.Eligible> EligibleHits)
{
if (currentHitInList < EligibleHits.Count)
{
EligibleHits.Remove(EligibleHits[currentHitInList]);
currentHitInList++;
}
}
// No list
public void StateCheckNoList(float normalizedBeat)
{
if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && lastState == 0)
{
ModifyState(true, false, false);
lastState++;
}
// Perfect State
else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && lastState == 1)
{
ModifyState(false, true, false);
lastState++;
}
// Late State
else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime() && lastState == 2)
{
ModifyState(false, false, true);
lastState++;
}
else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime())
{
// ineligible
}
}
private void ModifyState(bool early, bool perfect, bool late)
{
state.early = early;
state.perfect = perfect;
state.late = late;
}
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}
}