Exemple #1
0
    void PlayerInputted(int trackNumber)
    {
        //check if multi-times node exists
        if (previousMusicNodes[trackNumber] != null)
        {
            //dispatch beat on hit event (multi-times node is always PERFECT)
            if (beatOnHitEvent != null)
            {
                beatOnHitEvent(trackNumber, Rank.PERFECT);
            }

            //check if the node should be removed
            if (previousMusicNodes[trackNumber].MultiTimesHit())
            {
                //print("Multi-Times Succeed!");
                previousMusicNodes[trackNumber] = null;
            }
        }
        else if (queueForTracks[trackNumber].Count != 0)
        {
            //peek the node in the queue
            MusicNode frontNode = queueForTracks[trackNumber].Peek();

            if (frontNode.times > 0)
            {
                return;                                  //multi-times node should be handled in the Update() func
            }
            float offsetY = Mathf.Abs(frontNode.gameObject.transform.position.y - finishLineY);

            if (offsetY < perfectOffsetY)             //perfect hit
            {
                frontNode.PerfectHit();
                //print("Perfect");

                //dispatch beat on hit event
                if (beatOnHitEvent != null)
                {
                    beatOnHitEvent(trackNumber, Rank.PERFECT);
                }

                queueForTracks[trackNumber].Dequeue();
            }
            else if (offsetY < goodOffsetY)             //good hit
            {
                frontNode.GoodHit();
                //print("Good");

                //dispatch beat on hit event
                if (beatOnHitEvent != null)
                {
                    beatOnHitEvent(trackNumber, Rank.GOOD);
                }

                queueForTracks[trackNumber].Dequeue();
            }
            else if (offsetY < badOffsetY)             //bad hit
            {
                frontNode.BadHit();

                //dispatch beat on hit event
                if (beatOnHitEvent != null)
                {
                    beatOnHitEvent(trackNumber, Rank.BAD);
                }

                queueForTracks[trackNumber].Dequeue();
            }
        }
    }
    public void PlayerInputted(int trackNumber)
    {
        //Add Animation to the track

        if (queueForTracks[trackNumber].Count != 0)
        {
            //peek the node in the queue
            MusicNode frontNode = queueForTracks[trackNumber].Peek();

            if (frontNode.times > 0)
            {
                return;                      //multi-times node should be handled in the Update() func
            }
            float offsetY = Mathf.Abs(frontNode.gameObject.transform.position.y - partitionManager.finishLineY);
            //Note porté minimum
            if (offsetY < partitionManager.badOffsetY)
            {
                if (frontNode.isStone)
                {
                    BossManager.Instance.TriggerNextAttackStone();
                    int life = BossManager.Instance.GetStoneLife();
                    if (life > 0)
                    {
                        frontNode.updateSprite(life - 1);
                    }
                }
                if (offsetY < partitionManager.perfectOffsetY) //perfect hit
                {
                    //fait quelque chose sur le gameplay selon la qualité du hit
                    frontNode.PerfectHit();
                    ChargeRole(PartitionManager.Rank.PERFECT);

                    //SendBeatHit to particle
                    if (HarmonieBar.Instance.GetMultiplier() == 2)
                    {
                        tracks[trackNumber].PlayParticle(PartitionManager.Rank.HARMONIE);
                    }
                    else
                    {
                        tracks[trackNumber].PlayParticle(PartitionManager.Rank.PERFECT);
                    }

                    //Harmonie
                    if (PlayerManager.Instance.PlayersByRole(currentRole.RoleState) > 1)
                    {
                        HarmonieBar.Instance.GiveHarmonie(HARMONIEPerfect);
                    }

                    //Remove node
                    queueForTracks[trackNumber].Dequeue();
                }
                else if (offsetY < partitionManager.goodOffsetY) //good hit
                {
                    //fait quelque chose sur le gameplay selon la qualité du hit
                    frontNode.GoodHit();
                    ChargeRole(PartitionManager.Rank.GOOD);

                    //SendBeatHit to particle
                    if (HarmonieBar.Instance.GetMultiplier() == 2)
                    {
                        tracks[trackNumber].PlayParticle(PartitionManager.Rank.HARMONIE);
                    }
                    else
                    {
                        tracks[trackNumber].PlayParticle(PartitionManager.Rank.GOOD);
                    }

                    //Harmonie
                    if (PlayerManager.Instance.PlayersByRole(currentRole.RoleState) > 1)
                    {
                        HarmonieBar.Instance.GiveHarmonie(HARMONIEGood);
                    }

                    //Remove node
                    queueForTracks[trackNumber].Dequeue();
                }
                else if (offsetY < partitionManager.badOffsetY) //bad hit
                {
                    //fait quelque chose sur le gameplay selon la qualité du hit
                    frontNode.BadHit();
                    ChargeRole(PartitionManager.Rank.BAD);

                    //SendBeatHit to particle
                    if (HarmonieBar.Instance.GetMultiplier() == 2)
                    {
                        tracks[trackNumber].PlayParticle(PartitionManager.Rank.HARMONIE);
                    }
                    else
                    {
                        tracks[trackNumber].PlayParticle(PartitionManager.Rank.BAD);
                    }

                    //Harmonie
                    if (PlayerManager.Instance.PlayersByRole(currentRole.RoleState) > 1)
                    {
                        HarmonieBar.Instance.GiveHarmonie(HARMONIEBad);
                    }

                    //Remove node
                    queueForTracks[trackNumber].Dequeue();
                }
            }
            else
            {
                // ---> MISS : trop tot / trop tard
                ShieldBar.Instance.TakeDamage(8);

                player = PlayerManager.Instance.GetPlayer(idplayer);
                // Son en fct du perso
                if (player.Personnage.id == 0)
                {
                    int i = Random.Range(1, 5);
                    switch (i)
                    {
                    case 1:
                        SoundMgr.Instance.PlaySound("FailPiano1");
                        break;

                    case 2:
                        SoundMgr.Instance.PlaySound("FailPiano2");
                        break;

                    case 3:
                        SoundMgr.Instance.PlaySound("FailPiano3");
                        break;

                    case 4:
                        SoundMgr.Instance.PlaySound("FailPiano4");
                        break;
                    }
                }
                else if (player.Personnage.id == 1)
                {
                    int i = Random.Range(1, 5);
                    switch (i)
                    {
                    case 1:
                        SoundMgr.Instance.PlaySound("FailBass1");
                        break;

                    case 2:
                        SoundMgr.Instance.PlaySound("FailBass2");
                        break;

                    case 3:
                        SoundMgr.Instance.PlaySound("FailBass3");
                        break;

                    case 4:
                        SoundMgr.Instance.PlaySound("FailBass4");
                        break;
                    }
                }
                else if (player.Personnage.id == 2)
                {
                    int i = Random.Range(1, 5);
                    switch (i)
                    {
                    case 1:
                        SoundMgr.Instance.PlaySound("FailGuitar1");
                        break;

                    case 2:
                        SoundMgr.Instance.PlaySound("FailGuitar2");
                        break;

                    case 3:
                        SoundMgr.Instance.PlaySound("FailGuitar3");
                        break;

                    case 4:
                        SoundMgr.Instance.PlaySound("FailGuitar4");
                        break;
                    }
                }
                else if (player.Personnage.id == 3)
                {
                    int i = Random.Range(1, 5);
                    switch (i)
                    {
                    case 1:
                        SoundMgr.Instance.PlaySound("FailBell1");
                        break;

                    case 2:
                        SoundMgr.Instance.PlaySound("FailBell2");
                        break;

                    case 3:
                        SoundMgr.Instance.PlaySound("FailBell3");
                        break;

                    case 4:
                        SoundMgr.Instance.PlaySound("FailBell4");
                        break;
                    }
                }
            }
        }

        /*
         * else
         * {
         *  //BarManager.Instance.GetImpact(currentRole, PartitionManager.Rank.MISS);
         *  ChargeRole(PartitionManager.Rank.MISS);
         * }*/
    }