bb2ae74339
* add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing
515 lines
21 KiB
C#
515 lines
21 KiB
C#
using System;
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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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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class AgbTapLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("tapTrial", "Tap Trial", "94ffb5", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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{
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function = delegate { var e = eventCaller.currentEntity; TapTrial.instance.Bop(e.beat, e.length, e["toggle"], e["toggle2"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Bop", "Whether both will bop to the beat or not"),
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new Param("toggle2", false, "Bop (Auto)", "Whether both will bop automatically to the beat or not")
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}
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},
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new GameAction("tap", "Tap")
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{
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function = delegate { TapTrial.instance.Tap(eventCaller.currentEntity.beat); },
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defaultLength = 2.0f
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},
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new GameAction("double tap", "Double Tap")
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{
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function = delegate { TapTrial.instance.DoubleTap(eventCaller.currentEntity.beat); },
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defaultLength = 2.0f
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},
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new GameAction("triple tap", "Triple Tap")
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{
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function = delegate { TapTrial.instance.TripleTap(eventCaller.currentEntity.beat); },
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defaultLength = 4.0f
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},
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new GameAction("jump tap prep", "Prepare Stance")
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{
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function = delegate { TapTrial.instance.JumpTapPrep(eventCaller.currentEntity.beat); },
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},
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new GameAction("jump tap", "Jump Tap")
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{
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function = delegate { TapTrial.instance.JumpTap(eventCaller.currentEntity.beat); },
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defaultLength = 2.0f
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},
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new GameAction("final jump tap", "Final Jump Tap")
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{
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function = delegate { TapTrial.instance.FinalJumpTap(eventCaller.currentEntity.beat); },
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defaultLength = 2.0f
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},
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new GameAction("scroll event", "Scroll Background")
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{
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function = delegate { TapTrial.instance.scrollEvent(eventCaller.currentEntity["toggle"], eventCaller.currentEntity["flash"]); },
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defaultLength = .5f,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Scroll FX", "Will scroll"),
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new Param("flash", false, "Flash FX", "Will flash to white"),
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}
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},
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new GameAction("giraffe events", "Giraffe Animations")
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{
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function = delegate { TapTrial.instance.giraffeEvent(eventCaller.currentEntity["instant"]); },
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defaultLength = .5f,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Enter?", "Giraffe will enter the scene"),
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new Param("instant", false, "Instant", "Will the giraffe enter/exit instantly?")
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}
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}
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},
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new List<string>() {"agb", "normal"},
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"agbtap", "en",
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new List<string>() {}
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Scripts_TapTrial;
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using HeavenStudio.Common;
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public class TapTrial : Minigame
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{
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[Header("References")]
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public TapTrialPlayer player;
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//public GameObject tap;
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[SerializeField] List<Animator> monkeys;
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[SerializeField] List<GameObject> monkey_roots;
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[SerializeField] GameObject player_root;
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//temporary
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[SerializeField] List<GameObject> monkey_effects;
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[SerializeField] List<GameObject> player_effects;
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[SerializeField] Scroll scrollBG;
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[SerializeField] SpriteRenderer flash;
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[SerializeField] ScrollForTap scroll;
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[SerializeField] GameObject giraffe;
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bool goBop = true, isPrep;
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bool hasJumped, isFinalJump;
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public double jumpStartTime = double.MinValue;
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float jumpPos;
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public bool crIsRunning;
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[SerializeField] GameObject bg;
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bool giraffeIsIn;
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public GameEvent bop = new GameEvent();
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public static TapTrial instance { get; set; }
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private void Awake()
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{
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instance = this;
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}
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private void Update()
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{
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if (Conductor.instance.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
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{
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if (goBop) SingleBop();
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}
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jumpPos = Conductor.instance.GetPositionFromBeat(jumpStartTime, 1f);
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if (Conductor.instance.songPositionInBeatsAsDouble >= jumpStartTime && Conductor.instance.songPositionInBeatsAsDouble < jumpStartTime + 1f)
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{
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float yMul = jumpPos * 2f - 1f;
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float yWeight = -(yMul * yMul) + 1f;
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monkey_roots[0].transform.localPosition = new Vector3(0, 1.5f * yWeight);
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monkey_roots[1].transform.localPosition = new Vector3(0, 1.5f * yWeight);
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if (!isFinalJump)
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{
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player_root.transform.localPosition = new Vector3(0f, 2.5f * yWeight);
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}
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else
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{
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player_root.transform.localPosition = new Vector3(0f, 3.5f * yWeight);
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}
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}
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else
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{
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monkey_roots[0].transform.localPosition = new Vector3(0, 0);
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monkey_roots[1].transform.localPosition = new Vector3(0, 0);
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player_root.transform.localPosition = new Vector3(0, 0);
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if (hasJumped)
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{
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//Jukebox.PlayOneShotGame("fanClub/landing_impact", pitch: UnityEngine.Random.Range(0.95f, 1f), volume: 1f / 4);
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}
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hasJumped = false;
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if (PlayerInput.Pressed() && !IsExpectingInputNow())
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{
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player.anim.Play("Tap", 0, 0);
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SoundByte.PlayOneShotGame("tapTrial/tonk");
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}
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}
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}
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void SingleBop()
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{
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if (!isPrep)
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{
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if (monkeys[0].GetCurrentAnimatorStateInfo(0).IsName("Idle")) monkeys[0].DoScaledAnimationAsync("Bop", 0.5f);
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if (monkeys[1].GetCurrentAnimatorStateInfo(0).IsName("Idle")) monkeys[1].DoScaledAnimationAsync("Bop", 0.5f);
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if (player.anim.GetCurrentAnimatorStateInfo(0).IsName("Idle")) player.anim.DoScaledAnimationAsync("Bop", 0.5f);
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}
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}
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public void Bop(double beat, float length, bool isBopping, bool autoBop)
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{
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goBop = autoBop;
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if (isBopping)
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{
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for (int i = 0; i < length; i++)
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{
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + i, delegate { SingleBop(); })
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});
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}
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}
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}
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public void Tap(double beat)
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{
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isPrep = true;
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SoundByte.PlayOneShotGame("tapTrial/ook");
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player.anim.DoScaledAnimationAsync("TapPrepare", 0.5f);
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//Monkey Tap Prepare Anim
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { monkeys[0].DoScaledAnimationAsync("TapPrepare", 0.5f); }),
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new BeatAction.Action(beat, delegate { monkeys[1].DoScaledAnimationAsync("TapPrepare", 0.5f); }),
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new BeatAction.Action(beat + 1f, delegate { monkeys[0].DoScaledAnimationAsync("Tap", 0.6f); particleEffectMonkeys(); }),
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new BeatAction.Action(beat + 1f, delegate { monkeys[1].DoScaledAnimationAsync("Tap", 0.6f); }),
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});
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//CreateTap(beat);
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ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnTap, OnTapMiss, OnEmpty);
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 1.5f, delegate { isPrep = false; })
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});
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}
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public void DoubleTap(double beat)
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{
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isPrep = true;
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("tapTrial/ookook", beat),
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new MultiSound.Sound("tapTrial/ookook", beat + 0.5f)
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});
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player.anim.DoScaledAnimationAsync("DoubleTapPrepare", 0.5f);
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { monkeys[0].DoScaledAnimationAsync("DoubleTapPrepare", 0.5f); }),
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new BeatAction.Action(beat + .5f, delegate { monkeys[0].DoScaledAnimationAsync("DoubleTapPrepare_2", 0.5f); }),
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new BeatAction.Action(beat + 1f, delegate { monkeys[0].DoScaledAnimationAsync("DoubleTap", 0.6f); particleEffectMonkeys(); }),
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new BeatAction.Action(beat + 1.5f, delegate { monkeys[0].DoScaledAnimationAsync("DoubleTap", 0.6f); particleEffectMonkeys(); }),
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new BeatAction.Action(beat + 1.99f, delegate {monkeys[0].Play("Idle", 0, 0); }),
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});
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { monkeys[1].DoScaledAnimationAsync("DoubleTapPrepare", 0.5f); }),
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new BeatAction.Action(beat + .5f, delegate { monkeys[1].DoScaledAnimationAsync("DoubleTapPrepare_2", 0.5f); }),
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new BeatAction.Action(beat + 1f, delegate { monkeys[1].DoScaledAnimationAsync("DoubleTap", 0.6f); }),
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new BeatAction.Action(beat + 1.5f, delegate { monkeys[1].DoScaledAnimationAsync("DoubleTap", 0.6f); }),
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new BeatAction.Action(beat + 1.99f, delegate {monkeys[1].Play("Idle", 0, 0); }),
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});
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 1.5f, delegate { isPrep = false; })
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});
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ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnDoubleTap, OnTapMiss, OnEmpty);
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ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, OnDoubleTap, OnTapMiss, OnEmpty);
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}
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public void TripleTap(double beat)
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{
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isPrep = true;
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("tapTrial/ooki1", beat),
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new MultiSound.Sound("tapTrial/ooki2", beat + 0.5f)
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});
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player.tripleOffset = 0;
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { player.anim.Play("PosePrepare_1", 0, 0);}),
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new BeatAction.Action(beat + .5f, delegate { player.anim.Play("PosePrepare_2", 0, 0);}),
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});
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { monkeys[0].Play("PostPrepare_1", 0, 0); }),
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new BeatAction.Action(beat + .5f, delegate { monkeys[0].Play("PostPrepare_2", 0, 0); }),
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new BeatAction.Action(beat + 2f, delegate { monkeys[0].Play("PostTap", 0, 0); }),
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new BeatAction.Action(beat + 2.5f, delegate { monkeys[0].Play("PostTap_2", 0, 0); }),
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new BeatAction.Action(beat + 3f, delegate { monkeys[0].Play("PostTap", 0, 0);}),
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});
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { monkeys[1].Play("PostPrepare_1", 0, 0); }),
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new BeatAction.Action(beat + .5f, delegate { monkeys[1].Play("PostPrepare_2", 0, 0); }),
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new BeatAction.Action(beat + 2f, delegate { monkeys[1].Play("PostTap", 0, 0); }),
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new BeatAction.Action(beat + 2.5f, delegate { monkeys[1].Play("PostTap_2", 0, 0);}),
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new BeatAction.Action(beat + 3f, delegate { monkeys[1].Play("PostTap", 0, 0);}),
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});
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 2f, delegate { particleEffectMonkeys(); }),
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new BeatAction.Action(beat + 2.5f, delegate { particleEffectMonkeys(); }),
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new BeatAction.Action(beat + 3f, delegate { particleEffectMonkeys(); }),
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});
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ScheduleInput(beat, 2f, InputType.STANDARD_DOWN, OnTripleTap, OnTapMiss, OnEmpty);
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ScheduleInput(beat, 2.5f, InputType.STANDARD_DOWN, OnTripleTap, OnTapMiss, OnEmpty);
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ScheduleInput(beat, 3f, InputType.STANDARD_DOWN, OnTripleTap, OnTapMiss, OnEmpty);
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 4f, delegate { isPrep = false; })
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});
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}
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public void JumpTap(double beat)
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{
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isPrep = true;
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hasJumped = true;
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SoundByte.PlayOneShotGame("tapTrial/jumptap1");
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player.anim.Play("JumpTap", 0, 0);
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate {jumpStartTime = Conductor.instance.songPositionInBeatsAsDouble;}),
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new BeatAction.Action(beat, delegate {monkeys[0].Play("JumpTap", 0, 0); }),
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new BeatAction.Action(beat, delegate {monkeys[1].Play("JumpTap", 0, 0); }),
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new BeatAction.Action(beat + 1f, delegate { particleEffectMonkeys(); monkeys[0].Play("Jumpactualtap", 0, 0); monkeys[1].Play("Jumpactualtap", 0, 0); }),
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new BeatAction.Action(beat + 1f, delegate { particleEffectMonkeys_2(); }),
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});
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ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnJumpTap, OnJumpTapMiss, OnEmpty); //why would it be .95f? no idea, sounds fine w/ 1f
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 2f, delegate { isPrep = false; })
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});
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}
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public void JumpTapPrep(double beat)
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{
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isPrep = true;
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monkeys[0].Play("JumpPrepare", 0, 0);
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monkeys[1].Play("JumpPrepare", 0, 0);
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player.anim.Play("JumpPrepare", 0, 0);
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}
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public void FinalJumpTap(double beat)
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{
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isPrep = true;
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hasJumped = true;
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isFinalJump = true;
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SoundByte.PlayOneShotGame("tapTrial/jumptap2");
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player.anim.Play("FinalJump");
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate {jumpStartTime = Conductor.instance.songPositionInBeatsAsDouble;}),
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new BeatAction.Action(beat, delegate {monkeys[0].Play("Jump", 0, 0); }),
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new BeatAction.Action(beat, delegate {monkeys[1].Play("Jump", 0, 0); }),
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new BeatAction.Action(beat + 1f, delegate { monkeys[0].Play("FinalJumpTap", 0, 0); particleEffectMonkeys(); particleEffectMonkeys_2(); }),
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new BeatAction.Action(beat + 1f, delegate { monkeys[1].Play("FinalJumpTap", 0, 0); }),
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});
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ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnJumpFinalTap, OnFinalJumpTapMiss, OnEmpty);
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 2f, delegate { isPrep = false; })
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});
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}
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public void giraffeEvent(bool instant)
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{
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float animTime = 0;
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if (instant) animTime = 1;
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if (!giraffeIsIn)
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{
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giraffe.SetActive(true);
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giraffe.GetComponent<Animator>().Play("Enter", 0, animTime);
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giraffeIsIn = true;
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}
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else if (giraffeIsIn)
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{
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giraffe.GetComponent<Animator>().Play("Exit", 0, animTime);
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giraffeIsIn = false;
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}
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}
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public void scrollEvent(bool isScrolling, bool flashToWhite)
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{
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if (isScrolling)
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{
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if (!crIsRunning) // if coroutine is not running, play the following once
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{
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if (flashToWhite)
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{
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Sequence sequence = DOTween.Sequence();
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sequence.Append(flash.DOColor(new Color(flash.color.r, flash.color.g, flash.color.b, .8f), 2f));
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//sequence.Kill();
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}
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StartCoroutine(timer());
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}
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}
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else //should be the reverse of the code above
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{
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scrollBG.enabled = false;
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scrollBG.scrollSpeedY = 0;
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}
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}
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#region Player Action Scripts
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public void OnTap(PlayerActionEvent caller, float beat)
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{
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SoundByte.PlayOneShotGame("tapTrial/tap");
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player.anim.DoScaledAnimationAsync("Tap", 0.6f);
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player_effects[0].GetComponent<ParticleSystem>().Play();
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}
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public void OnDoubleTap(PlayerActionEvent caller, float beat)
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{
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SoundByte.PlayOneShotGame("tapTrial/tap");
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player.anim.DoScaledAnimationAsync("DoubleTap", 0.6f);
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player_effects[1].GetComponent<ParticleSystem>().Play();
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}
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public void OnTapMiss(PlayerActionEvent caller)
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{
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SoundByte.PlayOneShotGame("tapTrial/tapMonkey", pitch: 1.5f, volume: .3f);
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}
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public void OnJumpTapMiss(PlayerActionEvent caller)
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{
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SoundByte.PlayOneShotGame("tapTrial/tapMonkey", pitch: 1.5f, volume: .3f);
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player.anim.Play("JumpTap_Miss", 0, 0);
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}
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public void OnFinalJumpTapMiss(PlayerActionEvent caller)
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{
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SoundByte.PlayOneShotGame("tapTrial/tapMonkey", pitch: 1.5f, volume: .3f);
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player.anim.Play("FinalJump_Miss", 0, 0);
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}
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public void OnEmpty(PlayerActionEvent caller)
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{
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//empty
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}
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public void OnTripleTap(PlayerActionEvent caller, float beat)
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{
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if (player.tripleOffset % 2 == 0)
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{
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { player.anim.Play("PoseTap_L", 0, 0); })
|
|
});
|
|
player.tripleOffset += 1;
|
|
}
|
|
else
|
|
{
|
|
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { player.anim.Play("PoseTap_R", 0, 0); })
|
|
});
|
|
player.tripleOffset += 1;
|
|
}
|
|
player_effects[0].GetComponent<ParticleSystem>().Play();
|
|
SoundByte.PlayOneShotGame("tapTrial/tap");
|
|
}
|
|
public void OnJumpTap(PlayerActionEvent caller, float beat)
|
|
{
|
|
SoundByte.PlayOneShotGame("tapTrial/tap");
|
|
player.anim.Play("JumpTap_Success", 0, 0);
|
|
player_effects[0].GetComponent<ParticleSystem>().Play();
|
|
player_effects[1].GetComponent<ParticleSystem>().Play();
|
|
}
|
|
public void OnJumpFinalTap(PlayerActionEvent caller, float beat)
|
|
{
|
|
SoundByte.PlayOneShotGame("tapTrial/tap");
|
|
player.anim.Play("FinalJump_Tap");
|
|
player_effects[0].GetComponent<ParticleSystem>().Play();
|
|
player_effects[1].GetComponent<ParticleSystem>().Play();
|
|
isFinalJump = false;
|
|
}
|
|
#endregion
|
|
|
|
#region Misc. Functions
|
|
public void particleEffectMonkeys()
|
|
{
|
|
monkey_effects[0].GetComponent<ParticleSystem>().Play();
|
|
monkey_effects[1].GetComponent<ParticleSystem>().Play();
|
|
}
|
|
|
|
public void particleEffectMonkeys_2()
|
|
{
|
|
monkey_effects[2].GetComponent<ParticleSystem>().Play();
|
|
monkey_effects[3].GetComponent<ParticleSystem>().Play();
|
|
}
|
|
|
|
IEnumerator timer()
|
|
{
|
|
crIsRunning = true;
|
|
while (scroll.scrollSpeedY < 20)
|
|
{
|
|
scroll.scrollSpeedY += 5f;
|
|
yield return new WaitForSecondsRealtime(.5f);
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
//this is the orig way for input handling
|
|
//public void CreateTap(float beat, int type = 0)
|
|
//{
|
|
// GameObject _tap = Instantiate(tap);
|
|
// _tap.transform.parent = tap.transform.parent;
|
|
// _tap.SetActive(true);
|
|
// Tap t = _tap.GetComponent<Tap>();
|
|
// t.startBeat = beat;
|
|
// t.type = type;
|
|
//}
|
|
}
|
|
} |