Ejemplo n.º 1
0
    // Update notes states
    void UpdateNotes()
    {
        // Game over check
        if (common.gameOver)
        {
            return;
        }

        // Update slider position
        float multiplier = (common.musicTime % CommonScript.TIME_SCROLL) / CommonScript.TIME_SCROLL;

        if (multiplier >= 0)
        {
            slider_0.gameObject.transform.position = sliderPositionInit_0 - sliderPositionDelta_0 * multiplier;
            slider_0.gameObject.GetComponent <exSprite>().scale = sliderSizeInit - sliderSizeDelta * multiplier;

            slider_1.gameObject.transform.position = sliderPositionInit_1 - sliderPositionDelta_1 * multiplier;
            slider_1.gameObject.GetComponent <exSprite>().scale = sliderSizeInit - sliderSizeDelta * multiplier;

            slider_2.gameObject.transform.position = sliderPositionInit_2 - sliderPositionDelta_2 * multiplier;
            slider_2.gameObject.GetComponent <exSprite>().scale = sliderSizeInit - sliderSizeDelta * multiplier;

            slider_3.gameObject.transform.position = sliderPositionInit_3 - sliderPositionDelta_3 * multiplier;
            slider_3.gameObject.GetComponent <exSprite>().scale = sliderSizeInit - sliderSizeDelta * multiplier;
        }

        // Iterate through each active node
        foreach (NotesScript note in notes)
        {
            float timeDiff = common.GetTimeDiff(note);
            common.CheckAutoPlay(note, timeDiff);
            common.UpdateNoteState(note, timeDiff);
        }
    }
Ejemplo n.º 2
0
    // Update notes states
    void UpdateNotes()
    {
        // Game over check
        if (common.gameOver)
        {
            return;
        }

        // Iterate through each active node
        foreach (NotesScript note in notes)
        {
            float timeDiff = common.GetTimeDiff(note);
            common.CheckAutoPlay(note, timeDiff);
            common.UpdateNoteState(note, timeDiff);

            // Update tapbox size
            exSprite sprite = note.tapbox.gameObject.GetComponent <exSprite>();
            if (timeDiff > 0)               // Before tapbox
            {
                float multiplier = timeDiff / CommonScript.TIME_ONSCREEN;
                sprite.scale = tapboxSize * (1 + multiplier);
            }
            else
            {
                sprite.scale = tapboxSize;
            }
        }
    }
Ejemplo n.º 3
0
    // Update notes states
    void UpdateNotes()
    {
        // Game over check
        if (common.gameOver)
        {
            return;
        }

        // Iterate through each active node
        foreach (NotesScript note in notes)
        {
            float timeDiff = common.GetTimeDiff(note);
            common.CheckAutoPlay(note, timeDiff);
            common.UpdateNoteState(note, timeDiff);

            // Update size
            exSprite sprite = note.gameObject.GetComponent <exSprite>();
            if (timeDiff > 0)               // Before tapbox
            {
                float multiplier = 1 - timeDiff / CommonScript.TIME_ONSCREEN;
                if (multiplier <= 0f)
                {
                    // Don't draw
                    note.gameObject.active = false;
                }
                else
                {
                    sprite.scale = gridScale * multiplier;
                    // Draw
                    note.gameObject.active = true;
                }
            }
            else
            {
                sprite.scale           = gridScale;
                note.gameObject.active = true;
            }
        }
    }
Ejemplo n.º 4
0
    // Update notes states
    void UpdateNotes()
    {
        // Game over check
        if (common.gameOver)
        {
            return;
        }

        // Update slider position
        float multiplier = (common.musicTime % CommonScript.TIME_SCROLL) / CommonScript.TIME_SCROLL;

        if (multiplier >= 0)
        {
            slider.gameObject.transform.position = sliderPositionInit - sliderPositionDelta * multiplier;
        }

        // Iterate through each active node
        foreach (NotesScript note in notes)
        {
            float timeDiff = common.GetTimeDiff(note);
            common.CheckAutoPlay(note, timeDiff);
            common.UpdateNoteState(note, timeDiff);
        }
    }
Ejemplo n.º 5
0
    // Update notes states
    void UpdateNotes()
    {
        // Game over check
        if (common.gameOver)
        {
            return;
        }

        // Iterate through each active node
        foreach (NotesScript note in notes)
        {
            float timeDiff = common.GetTimeDiff(note);
            common.CheckAutoPlay(note, timeDiff);
            common.UpdateNoteState(note, timeDiff);

            // Update position
            Vector3 position;
            switch (note.column)
            {
            case 0: position = notesPositionEnd_0; break;

            case 1: position = notesPositionEnd_1; break;

            case 2: position = notesPositionEnd_2; break;

            case 3: position = notesPositionEnd_3; break;

            default: position = new Vector3(0, 0, 0); break; // Error
            }
            if (timeDiff > 0)                                // Before tapbox
            {
                float multiplier = timeDiff / CommonScript.TIME_ONSCREEN;
                if (restrainEarly && multiplier > 1f)
                {
                    // Don't draw
                    note.gameObject.active = false;
                }
                else
                {
                    // Shift position by offset
                    Vector3 offset;
                    switch (note.column)
                    {
                    case 0: offset = notesPositionDelta_0 * multiplier; break;

                    case 1: offset = notesPositionDelta_1 * multiplier; break;

                    case 2: offset = notesPositionDelta_2 * multiplier; break;

                    case 3: offset = notesPositionDelta_3 * multiplier; break;

                    default: offset = new Vector3(0, 0, 0); break;                             // Error
                    }
                    position += offset;
                    // Draw
                    note.gameObject.active = true;
                }
            }
            note.gameObject.transform.position = position;
        }
    }