Example #1
0
    private IEnumerator DetectBreathMiss()
    {
        double currentDspTime = Metronome.currentBeatTime;

        //0.1 seconds is too fast to process additional inputs...
        //So we wait a little longer before we check the proper grace window in WasBeatMissed()
        //Yeah, I don't like it either.
        double endOfGraceBuffer = Metronome.currentBeatTime + (2 * INPUT_GRACE_BUFFER);

        //First, wait grace period
        while (currentDspTime < endOfGraceBuffer)
        {
            currentDspTime = AudioSettings.dspTime;
            yield return(0);
        }

        //Then, check to see if the beat was missed.
        //It's possible the player hit the beat within the grace window before and after the beat, so checks both sides
        if (this.WasBeatMissed())
        {
            if (BreathingManager.OnMiss != null)
            {
                BreathingManager.OnMiss();
            }
        }
    }
Example #2
0
    private void BreathSuccess()
    {
        this.goodBreathSound.Play();

        if (BreathingManager.OnHit != null)
        {
            BreathingManager.OnHit();
        }
    }
Example #3
0
    private void BreathFail()
    {
        this.badBreathSound.Play();

        if (BreathingManager.OnFail != null)
        {
            BreathingManager.OnFail();
        }
    }
Example #4
0
    // Start is called before the first frame update
    void Start()
    {
        if (!main)
        {
            main = this;
        }

        //アバターコンポ


        animLayer_impact = animator.GetLayerIndex("impact Layer");

        ikManager        = animator.GetComponent <PlayerIKManager>();
        breathingManager = animator.GetComponent <BreathingManager>();


        //ボールコンポ
        ballRB       = GetComponent <Rigidbody>();
        ballCollider = GetComponent <SphereCollider>();
        myContacts   = GetComponent <ContactManager>();
        wireManager  = GetComponent <WireManager>();



        //IK
        lookRotation               = new GameObject("lookRotation").transform;
        lookRotation.parent        = tAvatar;
        lookRotation.localPosition = Vector3.zero;
        lookForward               = new GameObject("lookForward").transform;
        lookForward.parent        = lookRotation;
        lookForward.localPosition = Vector3.forward;


        //キーバッファ
        key_B  = KeyBufferManager.CreateKey();
        key_R1 = KeyBufferManager.CreateKey();
        key_L2 = KeyBufferManager.CreateKey();
    }