40dbb70bb5
most of the refactoring is in the ball script, and the changes for the kicker and space soccer scripts are mostly in response to the refactoring.
174 lines
5.4 KiB
C#
174 lines
5.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using RhythmHeavenMania.Editor.Track;
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namespace RhythmHeavenMania.Games
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{
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public class PlayerActionObject : MonoBehaviour
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{
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public bool inList = false;
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public int lastState;
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public Minigame.Eligible state = new Minigame.Eligible();
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public List<Minigame.Eligible> eligibleHitsList = new List<Minigame.Eligible>();
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//the variables below seem to be mostly unused (they are never used in any meaningful way)
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public int aceTimes; //always set to 0 no matter what (also, the one time it's used doesn't seem to make sense)
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public bool isEligible; //value never used for anything
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private bool autoPlayEnabledOnStart; //value never used for anything
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public void PlayerActionInit(GameObject g, float createBeat)
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{
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state.gameObject = g;
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state.createBeat = createBeat;
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autoPlayEnabledOnStart = GameManager.instance.autoplay;
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}
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private void CheckForAce(float normalizedBeat, bool autoPlay = false)
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{
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if (aceTimes == 0)
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{
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if ((GameManager.instance.autoplay || autoPlay) && normalizedBeat > 0.99f)
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{
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OnAce();
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if (!autoPlay)
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AceVisuals();
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// aceTimes++;
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}
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}
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}
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public void ResetAce()
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{
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aceTimes = 0;
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}
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public void ResetState()
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{
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lastState = 0;
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ResetAce();
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}
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// could possibly add support for custom early, perfect, and end times if needed.
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public void StateCheck(float normalizedBeat, bool autoPlay = false)
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{
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CheckForAce(normalizedBeat, autoPlay);
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if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && lastState == 0)
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{
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MakeEligible(true, false, false);
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lastState++;
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}
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// Perfect State
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else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && lastState == 1)
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{
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MakeEligible(false, true, false);
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lastState++;
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}
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// Late State
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else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime() && lastState == 2)
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{
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MakeEligible(false, false, true);
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lastState++;
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}
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else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime())
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{
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MakeInEligible();
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}
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}
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public void MakeEligible(bool early, bool perfect, bool late)
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{
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if (!inList)
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{
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state.early = early;
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state.perfect = perfect;
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state.late = late;
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eligibleHitsList.Add(state);
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inList = true;
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}
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else
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{
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Minigame.Eligible es = eligibleHitsList[eligibleHitsList.IndexOf(state)];
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es.early = early;
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es.perfect = perfect;
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es.late = late;
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}
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}
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public void MakeInEligible()
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{
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state.early = false;
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state.perfect = false;
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state.late = false;
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if (!inList) return;
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eligibleHitsList.Remove(state);
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inList = false;
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}
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public void RemoveObject(int currentHitInList, bool destroyObject = false)
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{
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if (currentHitInList < eligibleHitsList.Count)
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{
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eligibleHitsList.Remove(eligibleHitsList[currentHitInList]);
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currentHitInList++;
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if (destroyObject) Destroy(this.gameObject);
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}
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}
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// No list
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public void StateCheckNoList(float normalizedBeat)
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{
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CheckForAce(normalizedBeat);
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if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && lastState == 0)
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{
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ModifyState(true, false, false);
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lastState++;
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}
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// Perfect State
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else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && lastState == 1)
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{
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ModifyState(false, true, false);
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lastState++;
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}
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// Late State
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else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime() && lastState == 2)
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{
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ModifyState(false, false, true);
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lastState++;
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}
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else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime())
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{
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// ineligible
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}
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}
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public virtual void OnAce()
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{
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}
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private void AceVisuals()
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{
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if (Timeline.instance != null)
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{
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Timeline.instance.AutoplayBTN.GetComponent<Animator>().Play("Ace", 0, 0);
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}
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}
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private void ModifyState(bool early, bool perfect, bool late)
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{
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state.early = early;
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state.perfect = perfect;
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state.late = late;
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}
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private void OnDestroy()
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{
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MakeInEligible();
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}
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}
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} |