86 lines
2.2 KiB
C#
86 lines
2.2 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_FanClub
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{
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public class NtrIdolInput : PlayerActionObject
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{
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public float startBeat;
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public int type;
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public bool doCharge = false;
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private bool hit = false;
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private bool hasHit = false;
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void Start()
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{
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PlayerActionInit(gameObject, startBeat);
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}
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public override void OnAce()
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{
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Hit(true, type, true);
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}
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void Update()
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{
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if (Conductor.instance.GetPositionFromBeat(startBeat, 1.25f) >= 1)
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{
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FanClub.instance.AngerOnMiss();
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CleanUp();
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}
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if (!hit && Conductor.instance.GetPositionFromBeat(startBeat, 1) >= 1)
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{
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hit = true;
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if (hasHit) CleanUp();
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}
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 1);
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StateCheck(normalizedBeat);
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if (PlayerInput.Pressed() && type == 0)
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{
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if (state.perfect)
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{
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Hit(true);
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} else if (state.notPerfect())
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{
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Hit(false);
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}
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}
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if (PlayerInput.PressedUp() && type == 1)
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{
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if (state.perfect)
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{
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Hit(true, type);
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} else if (state.notPerfect())
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{
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Hit(false, type);
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}
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}
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}
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public void Hit(bool _hit, int type = 0, bool fromAutoplay = false)
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{
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if (!hasHit)
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{
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if (type == 0)
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FanClub.instance.Player.ClapStart(_hit, true, doCharge, fromAutoplay);
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else if (type == 1)
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FanClub.instance.Player.JumpStart(_hit, true, fromAutoplay);
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hasHit = true;
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if (hit) CleanUp();
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}
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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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} |