ebeea121ed
I just moved everything that was in start to awake. There are a few other changes I made, like using init functions rather than awake in scripts that depended on something that was initialized in another script's awake (to make sure things always happen in the right order), as well as some other stuff in some specific minigames
78 lines
2 KiB
C#
78 lines
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_DrummingPractice
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{
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public class DrummerHit : PlayerActionObject
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{
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public float startBeat;
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public bool applause = true;
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private bool hit = false;
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private bool hasHit = false;
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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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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);
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}
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// Update is called once per frame
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void Update()
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{
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if (Conductor.instance.GetPositionFromBeat(startBeat, 2) >= 1)
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{
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DrummingPractice.instance.SetFaces(0);
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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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Jukebox.PlayOneShotGame("drummingPractice/drum");
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DrummingPractice.instance.leftDrummer.Hit(true, false);
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DrummingPractice.instance.rightDrummer.Hit(true, false);
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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, 1f);
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StateCheck(normalizedBeat);
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if (PlayerInput.Pressed())
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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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}
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public void Hit(bool _hit)
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{
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if (!hasHit)
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{
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DrummingPractice.instance.player.Hit(_hit, applause, true);
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DrummingPractice.instance.SetFaces(_hit ? 1 : 2);
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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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} |