public void ButtonInput(string input) { if (insRhythmHandler == null) { insRhythmHandler = GameObject.Find(insRhythmName).GetComponent <InstrumentRhythmHandler>(); } if (holdFlag == false) { switch (input) { case "right": insRhythmHandler.receivedPressedTypeInput(InputType.right, this); break; case "left": insRhythmHandler.receivedPressedTypeInput(InputType.left, this); break; case "up": insRhythmHandler.receivedPressedTypeInput(InputType.up, this); break; case "down": insRhythmHandler.receivedPressedTypeInput(InputType.down, this); break; } StartCoroutine(restrictInput()); } }
public void setupBeatIns(Sprite sprite, float speedToMove, InputType inputType, InstrumentRhythmHandler rhythmHandler) { this.inputType = inputType; this.GetComponent <SpriteRenderer>().sprite = sprite; //this.GetComponent<Rigidbody2D>().velocity = new Vector2(-speedToMove, 0f); insRhythmHandler = rhythmHandler; }
private PlayerType chooseInstrumentForPlayer(ACInstrumentPlayer player) { if (pianoHandler.numberofActivePlayers == 0) { player.insRhythmHandler = pianoHandler; pianoHandler.numberofActivePlayers++; player.insRhythmName = pianoHandler.name; pianoHandler.numberOfPlayers.text = "Players: " + pianoHandler.numberofActivePlayers.ToString(); pianoHandler.startAudio(); Debug.Log("Added a pianist"); return(PlayerType.PIANO); } else if (drumHandler.numberofActivePlayers == 0) { player.insRhythmHandler = drumHandler; drumHandler.numberofActivePlayers++; player.insRhythmName = drumHandler.name; drumHandler.numberOfPlayers.text = "Players: " + drumHandler.numberofActivePlayers.ToString(); drumHandler.startAudio(); Debug.Log("Added a drummer"); return(PlayerType.DRUM); } else if (bassHandler.numberofActivePlayers == 0) { player.insRhythmHandler = bassHandler; bassHandler.numberofActivePlayers++; player.insRhythmName = bassHandler.name; bassHandler.numberOfPlayers.text = "Players: " + bassHandler.numberofActivePlayers.ToString(); bassHandler.startAudio(); Debug.Log("Added a bassist"); return(PlayerType.BASS); } else if (trumpetHandler.numberofActivePlayers == 0) { player.insRhythmHandler = trumpetHandler; player.insRhythmName = trumpetHandler.name; trumpetHandler.numberofActivePlayers++; trumpetHandler.numberOfPlayers.text = "Players: " + trumpetHandler.numberofActivePlayers.ToString(); trumpetHandler.startAudio(); Debug.Log("Added a trumpeter"); return(PlayerType.TRUMPET); } else { int pickedHandler = UnityEngine.Random.Range(0, 4); InstrumentRhythmHandler chosenhandler = allHandlers[pickedHandler]; player.insRhythmName = chosenhandler.name; chosenhandler.numberofActivePlayers++; chosenhandler.numberOfPlayers.text = "Players: " + chosenhandler.numberofActivePlayers.ToString(); Debug.Log("Added a player to a random handler"); return((PlayerType)(pickedHandler + 1)); } return(PlayerType.UNKNOWN); }