fa519d25d7
Beat action is now used to define one-off objects that is used by the beat but I don't wanna bother making a different script for. Example case: the "hit 3" sprite in Karate Man. Animation helpers for functions I don't wanna rewrite 100,000 times. General improvements for Karate Man, like prepare animation and some updates to game events.
47 lines
1.2 KiB
C#
47 lines
1.2 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace RhythmHeavenMania.Util
|
|
{
|
|
public class BeatAction : MonoBehaviour
|
|
{
|
|
private int index;
|
|
private List<Action> actions = new List<Action>();
|
|
|
|
public delegate void EventCallback();
|
|
|
|
public class Action
|
|
{
|
|
public float beat { get; set; }
|
|
public EventCallback function { get; set; }
|
|
|
|
public Action(float beat, EventCallback function)
|
|
{
|
|
this.beat = beat;
|
|
this.function = function;
|
|
}
|
|
}
|
|
|
|
public static void New(GameObject prefab, List<Action> actions)
|
|
{
|
|
BeatAction beatAction = prefab.AddComponent<BeatAction>();
|
|
beatAction.actions = actions;
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
float songPositionInBeats = Conductor.instance.songPositionInBeats;
|
|
|
|
for (int i = 0; i < actions.Count; i++)
|
|
{
|
|
if (songPositionInBeats >= actions[i].beat && index == i)
|
|
{
|
|
actions[i].function.Invoke();
|
|
index++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
} |