caf7d9465f
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
82 lines
2.1 KiB
C#
82 lines
2.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_DrummingPractice
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{
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public class DrummerHit : MonoBehaviour
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{
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DrummingPractice game;
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public float startBeat;
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public bool applause = true;
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// Start is called before the first frame update
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void Awake()
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{
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game = DrummingPractice.instance;
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}
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void Start()
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{
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game.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(startBeat+1f, delegate {
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Jukebox.PlayOneShotGame("drummingPractice/drum");
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game.leftDrummer.Hit(true, false);
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game.rightDrummer.Hit(true, false);
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}),
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});
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}
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// Update is called once per frame
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void Update() { }
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private void Just(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f) {
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Hit(false);
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}
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Hit(true);
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}
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private void Miss(PlayerActionEvent caller)
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{
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game.SetFaces(2);
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(startBeat+2f, delegate {
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game.SetFaces(0);
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})
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});
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CleanUp();
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}
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private void Out(PlayerActionEvent caller) {}
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public void Hit(bool _hit)
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{
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game.player.Hit(_hit, applause, true);
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game.SetFaces(_hit ? 1 : 2);
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if (!_hit)
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{
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(startBeat+2f, delegate {
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game.SetFaces(0);
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}),
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});
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}
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CleanUp();
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}
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public void CleanUp()
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{
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Destroy(gameObject);
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}
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}
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} |