203 lines
6.6 KiB
C#
203 lines
6.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games
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{
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public class Minigame : MonoBehaviour
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{
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public static float earlyTime = 0.90f, perfectTime = 0.93f, lateTime = 1.06f, endTime = 1.10f;
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public List<Minigame.Eligible> EligibleHits = new List<Minigame.Eligible>();
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[System.Serializable]
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public class Eligible
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{
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public GameObject gameObject;
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public bool early;
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public bool perfect;
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public bool late;
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public bool notPerfect() { return early || late; }
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public bool eligible() { return early || perfect || late; }
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public float createBeat;
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}
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public List<PlayerActionEvent> scheduledInputs = new List<PlayerActionEvent>();
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/**
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* Schedule an Input for a later time in the minigame. Executes the methods put in parameters
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*
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* float startBeat : When the scheduling started (In beats)
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* float timer : How many beats later should the input be expected
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* InputType inputType : The type of the input that's expected (Press, release, A, B, Directions..) (Check InputType class for a list)
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* ActionEventCallbackState OnHit : Method to run if the Input has been Hit
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* ActionEventCallback OnMiss : Method to run if the Input has been Missed
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* ActionEventCallback OnBlank : Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much)
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*/
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public PlayerActionEvent ScheduleInput(float startBeat,
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float timer,
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InputType inputType,
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PlayerActionEvent.ActionEventCallbackState OnHit,
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PlayerActionEvent.ActionEventCallback OnMiss,
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PlayerActionEvent.ActionEventCallback OnBlank)
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{
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GameObject evtObj = new GameObject("ActionEvent" + (startBeat+timer));
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evtObj.AddComponent<PlayerActionEvent>();
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PlayerActionEvent evt = evtObj.GetComponent<PlayerActionEvent>();
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evt.startBeat = startBeat;
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evt.timer = timer;
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evt.inputType = inputType;
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evt.OnHit = OnHit;
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evt.OnMiss = OnMiss;
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evt.OnBlank = OnBlank;
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evt.OnDestroy = RemoveScheduledInput;
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evt.canHit = true;
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evt.enabled = true;
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evt.transform.parent = this.transform.parent;
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evtObj.SetActive(true);
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scheduledInputs.Add(evt);
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return evt;
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}
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public PlayerActionEvent ScheduleAutoplayInput(float startBeat,
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float timer,
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InputType inputType,
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PlayerActionEvent.ActionEventCallbackState OnHit,
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PlayerActionEvent.ActionEventCallback OnMiss,
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PlayerActionEvent.ActionEventCallback OnBlank)
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{
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PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank);
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evt.autoplayOnly = true;
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return evt;
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}
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public PlayerActionEvent ScheduleUserInput(float startBeat,
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float timer,
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InputType inputType,
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PlayerActionEvent.ActionEventCallbackState OnHit,
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PlayerActionEvent.ActionEventCallback OnMiss,
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PlayerActionEvent.ActionEventCallback OnBlank)
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{
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PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank);
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evt.noAutoplay = true;
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return evt;
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}
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//Clean up method used whenever a PlayerActionEvent has finished
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public void RemoveScheduledInput(PlayerActionEvent evt)
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{
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scheduledInputs.Remove(evt);
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}
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//Get the scheduled input that should happen the **Soonest**
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//Can return null if there's no scheduled inputs
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public PlayerActionEvent GetClosestScheduledInput()
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{
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PlayerActionEvent closest = null;
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foreach(PlayerActionEvent toCompare in scheduledInputs)
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{
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if(closest == null)
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{
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closest = toCompare;
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} else
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{
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float t1 = closest.startBeat + closest.timer;
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float t2 = toCompare.startBeat + toCompare.timer;
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Debug.Log("t1=" + t1 + " -- t2=" + t2);
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if (t2 < t1) closest = toCompare;
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}
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}
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return closest;
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}
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//Hasn't been tested yet. *Should* work.
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//Can be used to detect if the user is expected to input something now or not
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//Useful for strict call and responses games like Tambourine
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public bool IsExpectingInputNow()
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{
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PlayerActionEvent input = GetClosestScheduledInput();
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if (input == null) return false;
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return input.IsExpectingInputNow();
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}
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// hopefully these will fix the lowbpm problem
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public static float EarlyTime()
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{
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return earlyTime;
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}
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public static float PerfectTime()
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{
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return perfectTime;
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}
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public static float LateTime()
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{
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return lateTime;
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}
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public static float EndTime()
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{
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return endTime;
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}
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public int firstEnable = 0;
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public virtual void OnGameSwitch(float beat)
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{
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//Below is a template that can be used for handling previous entities.
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//section below is if you only want to look at entities that overlap the game switch
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/*
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List<Beatmap.Entity> prevEntities = GameManager.instance.Beatmap.entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == [insert game name]);
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foreach(Beatmap.Entity entity in prevEntities)
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{
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if(entity.beat + entity.length >= beat)
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{
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EventCaller.instance.CallEvent(entity, true);
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}
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}
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*/
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}
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public virtual void OnTimeChange()
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{
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}
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public int MultipleEventsAtOnce()
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{
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int sameTime = 0;
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for (int i = 0; i < EligibleHits.Count; i++)
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{
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float createBeat = EligibleHits[i].createBeat;
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if (EligibleHits.FindAll(c => c.createBeat == createBeat).Count > 0)
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{
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sameTime += 1;
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}
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}
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if (sameTime == 0 && EligibleHits.Count > 0)
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sameTime = 1;
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return sameTime;
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}
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}
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} |