public static string ToString(this RhythmSequenceKeyframeRating rating) { switch (rating) { case RhythmSequenceKeyframeRating.PERFECT: return("PERFECT!!"); case RhythmSequenceKeyframeRating.GOOD: return("GOOD!"); case RhythmSequenceKeyframeRating.MISS: return("MISS"); } return(""); }
private void HandleKeyframeHit(RhythmSequenceKeyframe keyframe, RhythmSequenceKeyframeRating rating) { string prefabName = ""; switch (rating) { case RhythmSequenceKeyframeRating.PERFECT: prefabName = "PerfectFloatingTextSFX"; CameraController.Main <CameraController>().Shake(GameConstants.Instance.kAttackShakeMagnitude * 0.6f, GameConstants.Instance.kAttackShakeDuration * 2.0f); SoundManager.Instance.PlaySoundFile(2); break; case RhythmSequenceKeyframeRating.GOOD: prefabName = "GoodFloatingTextSFX"; CameraController.Main <CameraController>().Shake(GameConstants.Instance.kAttackShakeMagnitude * 0.4f, GameConstants.Instance.kAttackShakeDuration * 1.5f); SoundManager.Instance.PlaySoundFile(0); break; case RhythmSequenceKeyframeRating.MISS: default: prefabName = "MissFloatingTextSFX"; CameraController.Main <CameraController>().Shake(GameConstants.Instance.kAttackShakeMagnitude * 0.2f, GameConstants.Instance.kAttackShakeDuration); SoundManager.Instance.PlaySoundFile(1); break; } GameObject floatingTextSFXObject = Toolbox.GetInstance <ObjectPoolManager>().Instantiate(prefabName); floatingTextSFXObject.transform.SetParent(CanvasUtil.MainCanvas.transform, worldPositionStays: false); RectTransform rectTransform = (RectTransform)floatingTextSFXObject.transform; Vector2 anchoredPosition = rectTransform.anchoredPosition; if (this.transform.position.x > 0.0f) { anchoredPosition = anchoredPosition.SetX(-anchoredPosition.x); } rectTransform.anchoredPosition = anchoredPosition + (Vector2)Camera.main.WorldToScreenPoint(this.transform.position); FloatingTextSFX floatingTextSFX = floatingTextSFXObject.GetComponent <FloatingTextSFX>(); floatingTextSFX.SetText(rating.ToString()); this._visualizerMap[keyframe].FadeAway(); this._visualizerMap.Remove(keyframe); }
private void HandleKeyframeHit(RhythmSequenceKeyframe keyframe, RhythmSequenceKeyframeRating rating) { switch (rating) { case RhythmSequenceKeyframeRating.PERFECT: this._result.perfectHitCount++; break; case RhythmSequenceKeyframeRating.GOOD: this._result.goodHitCount++; break; case RhythmSequenceKeyframeRating.MISS: this._result.missCount++; break; } }