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(); public bool isEligible; public List eligibleHitsList = new List(); public void PlayerActionInit(GameObject g, float createBeat, List eligibleHitsList) { state.gameObject = g; state.createBeat = createBeat; this.eligibleHitsList = eligibleHitsList; } // could possibly add support for custom early, perfect, and end times if needed. public void StateCheck(float normalizedBeat) { if (!isEligible) return; if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && lastState == 0) { MakeEligible(true, false, false); lastState++; } // Perfect State else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && lastState == 1) { MakeEligible(false, true, false); lastState++; } // Late State else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime() && lastState == 2) { MakeEligible(false, false, true); lastState++; } else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime()) { MakeInEligible(); } } public void MakeEligible(bool early, bool perfect, bool late) { if (!inList) { state.early = early; state.perfect = perfect; state.late = late; eligibleHitsList.Add(state); inList = true; } else { Minigame.Eligible es = eligibleHitsList[eligibleHitsList.IndexOf(state)]; es.early = early; es.perfect = perfect; es.late = late; } } public void MakeInEligible() { if (!inList) return; eligibleHitsList.Remove(state); inList = false; } public void RemoveObject(int currentHitInList, bool destroyObject = false) { if (currentHitInList < eligibleHitsList.Count) { eligibleHitsList.Remove(eligibleHitsList[currentHitInList]); currentHitInList++; if (destroyObject) Destroy(this.gameObject); } } // 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; } private void OnDestroy() { MakeInEligible(); } } }