HeavenStudio/Assets/Scripts/Games/Minigame.cs
Slaith fca105259c Implemented inactive functions for all game count ins
Also made some changes to how SwitchGame(), OnGameSwitch, and the jukebox work.
2022-03-07 20:46:49 -08:00

86 lines
2.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace RhythmHeavenMania.Games
{
public class Minigame : MonoBehaviour
{
public static float earlyTime = 0.84f, perfectTime = 0.91f, lateTime = 1.09f, endTime = 1.15f;
public List<Minigame.Eligible> EligibleHits = new List<Minigame.Eligible>();
[System.Serializable]
public class Eligible
{
public GameObject gameObject;
public bool early;
public bool perfect;
public bool late;
public bool notPerfect() { return early || late; }
public bool eligible() { return early || perfect || late; }
public float createBeat;
}
// hopefully these will fix the lowbpm problem
public static float EarlyTime()
{
return earlyTime;
}
public static float PerfectTime()
{
return perfectTime;
}
public static float LateTime()
{
return lateTime;
}
public static float EndTime()
{
return endTime;
}
public int firstEnable = 0;
public virtual void OnGameSwitch(float beat)
{
//Below is a template that can be used for handling previous entities.
//section below is if you only want to look at entities that overlap the game switch
/*
List<Beatmap.Entity> prevEntities = GameManager.instance.Beatmap.entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == [insert game name]);
foreach(Beatmap.Entity entity in prevEntities)
{
if(entity.beat + entity.length >= beat)
{
EventCaller.instance.CallEvent(entity, true);
}
}
*/
}
public virtual void OnTimeChange()
{
}
public int MultipleEventsAtOnce()
{
int sameTime = 0;
for (int i = 0; i < EligibleHits.Count; i++)
{
float createBeat = EligibleHits[i].createBeat;
if (EligibleHits.FindAll(c => c.createBeat == createBeat).Count > 0)
{
sameTime += 1;
}
}
if (sameTime == 0 && EligibleHits.Count > 0)
sameTime = 1;
return sameTime;
}
}
}