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
67 lines
1.7 KiB
C#
67 lines
1.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using Starpelly;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_MrUpbeat
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{
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public class UpbeatStep : PlayerActionObject
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{
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public float startBeat;
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private bool passedFirst = false;
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public float beatOffset = 0;
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private 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, true);
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}
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private void Update()
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{
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if (Conductor.instance.GetPositionFromBeat(startBeat, 0.35f) >= 1 && !passedFirst)
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{
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if(MrUpbeat.instance.man.stepTimes % 2 != Math.Round(startBeat - beatOffset) % 2)
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Hit(false);
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passedFirst = true;
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}
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if (Conductor.instance.GetPositionFromBeat(startBeat, 0.65f) >= 1)
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Hit(false);
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 0.5f);
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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, bool force = false)
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{
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if (force) MrUpbeat.instance.man.Step();
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else if (!hit) MrUpbeat.instance.man.Fall();
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CleanUp();
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}
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public void CleanUp()
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{
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Destroy(this.gameObject);
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}
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}
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} |