update drumming practice to use PlayerActionEvent

This commit is contained in:
minenice55 2023-01-14 22:14:23 -05:00
parent a232871c16
commit ab92a88c73
2 changed files with 52 additions and 43 deletions

View file

@ -10,6 +10,7 @@ namespace HeavenStudio.Games.Scripts_DrummingPractice
{
public class Drummer : MonoBehaviour
{
DrummingPractice game;
[Header("References")]
public Animator animator;
@ -32,9 +33,14 @@ namespace HeavenStudio.Games.Scripts_DrummingPractice
public List<Sprite> Sprites;
}
void Awake()
{
game = DrummingPractice.instance;
}
private void Update()
{
if (player && PlayerInput.Pressed())
if (player && PlayerInput.Pressed() && !DrummingPractice.instance.IsExpectingInputNow(InputType.STANDARD_DOWN))
{
Hit(false, false);
}
@ -107,6 +113,5 @@ namespace HeavenStudio.Games.Scripts_DrummingPractice
{
hitting = false;
}
}
}

View file

@ -8,66 +8,70 @@ namespace HeavenStudio.Games.Scripts_DrummingPractice
{
public class DrummerHit : PlayerActionObject
{
DrummingPractice game;
public float startBeat;
public bool applause = true;
private bool hit = false;
private bool hasHit = false;
// Start is called before the first frame update
void Awake()
{
PlayerActionInit(gameObject, startBeat);
game = DrummingPractice.instance;
}
public override void OnAce()
{
Hit(true);
void Start()
{
game.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat+1f, delegate {
Jukebox.PlayOneShotGame("drummingPractice/drum");
game.leftDrummer.Hit(true, false);
game.rightDrummer.Hit(true, false);
}),
});
}
// Update is called once per frame
void Update()
void Update() { }
private void Just(PlayerActionEvent caller, float state)
{
if (Conductor.instance.GetPositionFromBeat(startBeat, 2) >= 1)
{
DrummingPractice.instance.SetFaces(0);
CleanUp();
}
if (!hit && Conductor.instance.GetPositionFromBeat(startBeat, 1) >= 1)
{
Jukebox.PlayOneShotGame("drummingPractice/drum");
DrummingPractice.instance.leftDrummer.Hit(true, false);
DrummingPractice.instance.rightDrummer.Hit(true, false);
hit = true;
if (hasHit) CleanUp();
}
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 1f);
StateCheck(normalizedBeat);
if (PlayerInput.Pressed())
{
if (state.perfect)
{
Hit(true);
} else if (state.notPerfect())
{
Hit(false);
}
if (state >= 1f || state <= -1f) {
Hit(false);
}
Hit(true);
}
private void Miss(PlayerActionEvent caller)
{
game.SetFaces(2);
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat+2f, delegate {
game.SetFaces(0);
})
});
CleanUp();
}
private void Out(PlayerActionEvent caller) {}
public void Hit(bool _hit)
{
if (!hasHit)
game.player.Hit(_hit, applause, true);
game.SetFaces(_hit ? 1 : 2);
if (!_hit)
{
DrummingPractice.instance.player.Hit(_hit, applause, true);
DrummingPractice.instance.SetFaces(_hit ? 1 : 2);
hasHit = true;
if (hit) CleanUp();
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat+2f, delegate {
game.SetFaces(0);
}),
});
}
CleanUp();
}
public void CleanUp()