859e719e3c
- InputType enum is now flags, can be combined together
175 lines
7.1 KiB
C#
175 lines
7.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using HeavenStudio.Util;
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using Starpelly;
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namespace HeavenStudio.Games
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{
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public class PlayerActionEvent : PlayerActionObject
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{
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public delegate void ActionEventCallback(PlayerActionEvent caller);
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public delegate void ActionEventCallbackState(PlayerActionEvent caller, float state);
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public ActionEventCallbackState OnHit; //Function to trigger when an input has been done perfectly
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public ActionEventCallback OnMiss; //Function to trigger when an input has been missed
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public ActionEventCallback OnBlank; //Function to trigger when an input has been recorded while this is pending
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public ActionEventCallback OnDestroy; //Function to trigger whenever this event gets destroyed. /!\ Shouldn't be used for a minigame! Use OnMiss instead /!\
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public float startBeat;
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public float timer;
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public bool canHit = true; //Indicates if you can still hit the cue or not. If set to false, it'll guarantee a miss
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public bool enabled = true; //Indicates if the PlayerActionEvent is enabled. If set to false, it'll not trigger any events and destroy itself AFTER it's not relevant anymore
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public bool autoplayOnly = false; //Indicates if the input event only triggers when it's autoplay. If set to true, NO Miss or Blank events will be triggered when you're not autoplaying.
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public bool noAutoplay = false; //Indicates if this PlayerActionEvent is recognized by the autoplay. /!\ Overrides autoPlayOnly /!\
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public InputType inputType; //The type of input. Check the InputType class to see a list of all of them
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public bool perfectOnly = false; //Indicates that the input only recognize perfect inputs.
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public void setHitCallback(ActionEventCallbackState OnHit)
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{
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this.OnHit = OnHit;
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}
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public void setMissCallback(ActionEventCallback OnMiss)
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{
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this.OnMiss = OnMiss;
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}
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public void Enable() { enabled = true; }
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public void Disable() { enabled = false; }
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public void CanHit(bool canHit)
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{
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this.canHit = canHit;
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}
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public void Update()
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{
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if(!Conductor.instance.NotStopped()){CleanUp();} // If the song is stopped entirely in the editor, destroy itself as we don't want duplicates
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if (noAutoplay && autoplayOnly) autoplayOnly = false;
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if (noAutoplay && triggersAutoplay){ triggersAutoplay = false; }
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat,timer);
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// allows ace detection with this new system
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float stateProg = ((normalizedBeat - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2;
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StateCheck(normalizedBeat);
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//BUGFIX: ActionEvents destroyed too early
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if (normalizedBeat > Minigame.EndTime()) Miss();
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if (IsCorrectInput() && !autoplayOnly)
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{
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if (state.perfect)
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{
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Hit(stateProg);
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}
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else if (state.early && !perfectOnly)
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{
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Hit(-1f);
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}
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else if (state.late && !perfectOnly)
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{
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Hit(1f);
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}
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else
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{
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Blank();
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}
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}
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}
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public bool IsExpectingInputNow()
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{
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, timer);
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return normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.EndTime();
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}
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public bool IsCorrectInput()
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{
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// This one is a mouthful but it's an evil good to detect the correct input
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// Forgive me for those input type names
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return (
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//General inputs, both down and up
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(PlayerInput.Pressed() && inputType.HasFlag(InputType.STANDARD_DOWN)) ||
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(PlayerInput.AltPressed() && inputType.HasFlag(InputType.STANDARD_ALT_DOWN)) ||
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(PlayerInput.GetAnyDirectionDown() && inputType.HasFlag(InputType.DIRECTION_DOWN)) ||
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(PlayerInput.PressedUp() && inputType.HasFlag(InputType.STANDARD_UP)) ||
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(PlayerInput.AltPressedUp() && inputType.HasFlag(InputType.STANDARD_ALT_UP)) ||
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(PlayerInput.GetAnyDirectionUp() && inputType.HasFlag(InputType.DIRECTION_UP)) ||
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//Specific directional inputs
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(PlayerInput.GetSpecificDirectionDown(PlayerInput.DOWN) && inputType.HasFlag(InputType.DIRECTION_DOWN_DOWN)) ||
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(PlayerInput.GetSpecificDirectionDown(PlayerInput.UP) && inputType.HasFlag(InputType.DIRECTION_UP_DOWN)) ||
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(PlayerInput.GetSpecificDirectionDown(PlayerInput.LEFT) && inputType.HasFlag(InputType.DIRECTION_LEFT_DOWN)) ||
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(PlayerInput.GetSpecificDirectionDown(PlayerInput.RIGHT) && inputType.HasFlag(InputType.DIRECTION_RIGHT_DOWN)) ||
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(PlayerInput.GetSpecificDirectionUp(PlayerInput.DOWN) && inputType.HasFlag(InputType.DIRECTION_DOWN_UP)) ||
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(PlayerInput.GetSpecificDirectionUp(PlayerInput.UP) && inputType.HasFlag(InputType.DIRECTION_UP_UP)) ||
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(PlayerInput.GetSpecificDirectionUp(PlayerInput.LEFT) && inputType.HasFlag(InputType.DIRECTION_LEFT_UP)) ||
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(PlayerInput.GetSpecificDirectionUp(PlayerInput.RIGHT) && inputType.HasFlag(InputType.DIRECTION_RIGHT_UP))
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);
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}
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//For the Autoplay
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public override void OnAce()
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{
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat,timer);
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// allows ace detection with this new system
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float stateProg = ((normalizedBeat - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2;
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Hit(stateProg);
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}
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//The state parameter is either -1 -> Early, 0 -> Perfect, 1 -> Late
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public void Hit(float state)
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{
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if (OnHit != null && enabled)
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{
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if(canHit)
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{
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OnHit(this, state);
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CleanUp();
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} else
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{
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Blank();
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}
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}
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}
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public void Miss()
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{
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if (OnMiss != null && enabled && !autoplayOnly)
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{
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OnMiss(this);
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}
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CleanUp();
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}
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public void Blank()
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{
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if(OnBlank != null && enabled && !autoplayOnly)
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{
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OnBlank(this);
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}
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}
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public void CleanUp()
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{
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OnDestroy(this);
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Destroy(this.gameObject);
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}
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}
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} |