// Retun false if not hit, retun true if hit public override bool CheckHit(InputRow currentInput) { InputNote inputNote = null; switch (trickType) { case TrickType.A: inputNote = currentInput.noteA; break; case TrickType.B: inputNote = currentInput.noteB; break; } // Cancel if Null if (inputNote == null) { return(false); } // Destroy Self if hit, just pressed if (inputNote.GetJustPressed()) { Destroy(gameObject); } return(true); }
// Retun false if not hit, retun true if hit public override bool CheckHit(InputRow currentInput) { InputNote inputNote = null; switch (noteType) { case NoteType.LEFT: inputNote = currentInput.noteLeft; break; case NoteType.DOWN: inputNote = currentInput.noteDown; break; case NoteType.UP: inputNote = currentInput.noteUp; break; case NoteType.RIGHT: inputNote = currentInput.noteRight; break; } // Cancel if Null if (inputNote == null) { return(false); } // Destroy Self if hit, just pressed if (inputNote.GetJustPressed()) { Destroy(gameObject); } return(true); }