tunnel now actually functions as a rhythm game

This commit is contained in:
DPS2004 2022-08-18 23:47:40 -04:00
parent b8d5f908ef
commit 52b74c892f
2 changed files with 16 additions and 31 deletions

View file

@ -49,31 +49,6 @@ AnimatorState:
m_MirrorParameter: m_MirrorParameter:
m_CycleOffsetParameter: m_CycleOffsetParameter:
m_TimeParameter: m_TimeParameter:
--- !u!1101 &-972722190704787373
AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_Conditions:
- m_ConditionMode: 1
m_ConditionEvent: bellhit
m_EventTreshold: 0
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: -5541921550588990438}
m_Solo: 0
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
m_TransitionDuration: 0
m_TransitionOffset: 0
m_ExitTime: 0.75
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1107 &-278945667835189233 --- !u!1107 &-278945667835189233
AnimatorStateMachine: AnimatorStateMachine:
serializedVersion: 6 serializedVersion: 6
@ -90,8 +65,7 @@ AnimatorStateMachine:
m_State: {fileID: -5541921550588990438} m_State: {fileID: -5541921550588990438}
m_Position: {x: 520, y: 20, z: 0} m_Position: {x: 520, y: 20, z: 0}
m_ChildStateMachines: [] m_ChildStateMachines: []
m_AnyStateTransitions: m_AnyStateTransitions: []
- {fileID: -972722190704787373}
m_EntryTransitions: [] m_EntryTransitions: []
m_StateMachineTransitions: {} m_StateMachineTransitions: {}
m_StateMachineBehaviours: [] m_StateMachineBehaviours: []

View file

@ -16,7 +16,7 @@ namespace HeavenStudio.Games.Loaders
{ {
new GameAction("Start", delegate { Tunnel.instance.StartCowbell(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle); }, 1, false, parameters: new List<Param>() new GameAction("Cowbell", delegate { Tunnel.instance.StartCowbell(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle, eventCaller.currentEntity.length); }, 1f, true, parameters: new List<Param>()
{ {
new Param("toggle", false, "Driver can stop", "Lets the driver stop if the player makes too many mistakes"), new Param("toggle", false, "Driver can stop", "Lets the driver stop if the player makes too many mistakes"),
}), }),
@ -75,6 +75,7 @@ namespace HeavenStudio.Games
public float handStart; public float handStart;
public float handProgress; public float handProgress;
public bool started;
private void Awake() private void Awake()
{ {
@ -93,10 +94,10 @@ namespace HeavenStudio.Games
private void Update() private void Update()
{ {
if (PlayerInput.Pressed()) //&& !IsExpectingInputNow()) if (PlayerInput.Pressed() && !IsExpectingInputNow())
{ {
HitCowbell(); HitCowbell();
print("unexpected input");
} }
@ -123,8 +124,16 @@ namespace HeavenStudio.Games
cowbellAnimator.Play("Shake",-1,0); cowbellAnimator.Play("Shake",-1,0);
} }
public void StartCowbell(float beat, bool audienceReacting) public void StartCowbell(float beat, bool audienceReacting, float length)
{ {
started = true;
for (int i = 1; i <= length; i++)
{
ScheduleInput(beat, i, InputType.STANDARD_DOWN, CowbellSuccess, CowbellMiss, CowbellEmpty);
}
//if (coin != null) return; //if (coin != null) return;
//Play sound and animations //Play sound and animations
@ -157,6 +166,8 @@ namespace HeavenStudio.Games
} }
} }