Esempio n. 1
0
    public bool checkAvailablePos(Vector2 pos)
    {
        QTEController qte = FindObjectOfType <QTEController>();

        if (!qte)
        {
            Debug.LogError("ERROR: QTEController not in the scene.");
            return(true);
        }

        foreach (GameObject go in qte.activeQTEs)
        {
            QTEMother qtemom = go.GetComponent <QTEMother>();
            if (qtemom is QTEClick click)
            {
                if (!checkProperDistance(click.transform.position, pos))
                {
                    return(false);
                }
            }

            else if (qtemom is QTETouch touch)
            {
                if (!checkProperDistance(touch.transform.position, pos))
                {
                    return(false);
                }
            }

            else if (qtemom is QTESlider slide)
            {
                BezierCurve curve = qtemom.gameObject.GetComponent <BezierCurve>();
                foreach (Vector2 v2 in curve.positions)
                {
                    if (!checkProperDistance(pos, v2))
                    {
                        return(false);
                    }
                }
            }
        }
        return(true);
    }
Esempio n. 2
0
    public void ValidateAQTE(QTEMother qt, QTEMother.ValidationType type)
    {
        switch (type)
        {
        case QTEMother.ValidationType.PERFECT:
            if (GameController.activeGC.selectedDifficulty != GameController.Gametype.TRAINING)
            {
                score    += givenScore;
                timeLeft += givenPerfect;
            }
            dingding.Play();
            activeGift.ReduceQte();
            break;

        case QTEMother.ValidationType.GOOD:
            if (GameController.activeGC.selectedDifficulty != GameController.Gametype.TRAINING)
            {
                score    += givenScore / 2;
                timeLeft += givenGood;
            }
            dingding.Play();
            activeGift.ReduceQte();
            break;

        case QTEMother.ValidationType.FAIL:
            if (GameController.activeGC.selectedDifficulty != GameController.Gametype.TRAINING)
            {
                timeLeft -= 2f;
            }
            error.Play();
            break;
        }

        activeQTEs.Remove(qt.gameObject);
        Destroy(qt.gameObject);
    }