Esempio n. 1
0
    private RhythmLevelController.NoteResultEventArgs MissNote()
    {
        var args = new RhythmLevelController.NoteResultEventArgs
        {
            resultType = "MISS"
        };

        return(args);
    }
Esempio n. 2
0
    private RhythmLevelController.NoteResultEventArgs WrongNotePlayed()
    {
        GetComponent <SpriteRenderer>().sprite = badSprite;

        var args = new RhythmLevelController.NoteResultEventArgs
        {
            resultType = "WRONG"
        };

        return(args);
    }
Esempio n. 3
0
    private RhythmLevelController.NoteResultEventArgs GoodNotePlayed(bool halfbaseScore)
    {
        GetComponent <SpriteRenderer>().sprite = hitSprite;
        var args = new RhythmLevelController.NoteResultEventArgs
        {
            halfBaseScore = halfbaseScore,
            resultType    = "GOOD"
        };

        return(args);
    }
    private void NoteFail(System.Object sender, RhythmLevelController.NoteResultEventArgs e)
    {
        string hitType = e.resultType;

        if (hitType == "BAD")
        {
            m_Score += 5 * 100;
        }
        else if (hitType == "WRONG")
        {
            m_Score -= 5 * 100;
        }
        m_LastValidHitType = hitType;
        m_Combo            = 0;
        DebugTotalHit++;
    }
    private void NoteResult(System.Object sender, RhythmLevelController.NoteResultEventArgs e)
    {
        switch (e.resultType)
        {
        case "PERFECT":
        case "GOOD":
            NoteSuccess(sender, e);
            break;

        case "BAD":
        case "MISS":
        case "WRONG":
            NoteFail(sender, e);
            break;
        }
    }
    private void NoteSuccess(System.Object sender, RhythmLevelController.NoteResultEventArgs e)
    {
        string hitType       = e.resultType;
        bool   halfbaseScore = e.halfBaseScore;
        int    baseScore     = (10 + GetComboMultiplier()) * 100;

        m_LastValidHitType = hitType;
        m_Combo++;
        if (hitType == "GOOD")
        {
            ParticleSystem ps = Instantiate(hitParticleGood);
            ps.transform.position = GameObject.Find("NoteEndLoc").transform.position;
            ps.Play();
        }
        else if (hitType == "PERFECT")
        {
            baseScore *= 2;

            ParticleSystem ps = Instantiate(hitParticlePerfect);
            ps.transform.position = GameObject.Find("NoteEndLoc").transform.position;
            ps.Play();

            if (m_CurrentStar < 3)
            {
                FillStar();
            }
            DebugPerfectHit++;
        }
        if (halfbaseScore)
        {
            m_Score += baseScore / 2;
        }
        else
        {
            m_Score += baseScore;
        }
        DebugTotalHit++;
    }