Exemple #1
0
        private void senseKeyPresses()
        {
            //sense which keys are pressed
            foreach (int laneIdx in input.keysIndiciesPressedButton)
            {
                Lane lane = lanes[laneIdx];
                lane.makePressVFx();
                instrument.Play();

                GameObject lowestNote = lane.getLowestNote();
                if (lowestNote != null)
                {
                    float distance = (lowestNote.transform.position - lane.noteTarget.transform.position).magnitude;
                    if (distance < 0.5)
                    {
                        lane.noteTapVFx(PressAccuracy.Perfect);
                    }
                    else if (distance < 1)
                    {
                        lane.noteTapVFx(PressAccuracy.Good);
                    }
                    else
                    {
                        lane.noteTapVFx(PressAccuracy.Miss);
                    }
                }
                Destroy(lowestNote);
            }
        }
Exemple #2
0
        private void senseKeyPresses()
        {
            //sense which keys are pressed
            foreach (int laneIdx in input.keysIndiciesPressedButton)
            {
                Lane lane = lanes[laneIdx];
                lane.makePressVFx();

                GameObject lowestNote = lane.getLowestNote();
                if (lowestNote != null)
                {
                    float distance = (lowestNote.transform.position - lane.noteTarget.transform.position).magnitude;
                    if (distance < 0.5)
                    {
                        lane.noteTapVFx(PressAccuracy.Perfect);
                    }
                    else if (distance < 1)
                    {
                        lane.noteTapVFx(PressAccuracy.Good);
                    }
                    else
                    {
                        lane.noteTapVFx(PressAccuracy.Miss);
                    }
                }
                Destroy(lowestNote);
            }
            //if the answer is close. for now. just be happy.
            //if the answer is far. for now. just be sad.
            //maybe one for medium distance if you can swing it.
        }