33e2da9f9e
- removes redundant code from PlayerActionObject which would actually lock out timing windows
168 lines
5.2 KiB
C#
168 lines
5.2 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.Editor.Track;
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namespace HeavenStudio.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 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 bool triggersAutoplay = true;
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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 (triggersAutoplay && (GameManager.instance.autoplay || autoPlay) && GameManager.instance.canInput && normalizedBeat > 0.995f)
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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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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())
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{
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MakeEligible(true, false, false);
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}
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// Perfect State
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else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime())
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{
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MakeEligible(false, true, false);
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}
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// Late State
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else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime())
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{
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MakeEligible(false, false, true);
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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())
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{
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ModifyState(true, false, false);
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}
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// Perfect State
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else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime())
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{
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ModifyState(false, true, false);
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}
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// Late State
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else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime())
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{
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ModifyState(false, false, true);
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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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} |