Esempio n. 1
0
 void OnTriggerStay(Collider other)
 {
     if (isStateChanged)
     {
         if (other.gameObject.tag == "Rect" && mState == State.up && !noteLine.isEnter)
         {
             Destroy(r.GetComponent <RectNote>().endNote.gameObject);
             Destroy(r);
             str = "Miss";
             l.setStr(str);
             //Debug.Log("UP");
         }
         isStateChanged = false;
     }
     if (other.gameObject.tag == "Rect")
     {
         if (mState == State.down && re.headNote == null)
         {
             if (!re.isPressed)
             {
                 re.isPressed           = true;
                 r.transform.position   = new Vector3(r.transform.position.x, this.transform.position.y, this.transform.position.z);
                 r.transform.localScale = new Vector3(r.transform.localScale.x, -this.transform.position.y + re.endNote.transform.position.y, r.transform.localScale.z);
             }
             l.setScore((int)(Time.deltaTime * 100));
             //Debug.Log(r.transform.localScale.y);
         }
     }
 }
Esempio n. 2
0
    void OnTriggerStay(Collider other)
    {
        if (isStateChanged)
        {
            //Debug.Log("Stay");
            if (other.gameObject.tag == "Note")
            {
                int tType = other.gameObject.GetComponent <Note>().Type;
                //Debug.Log(tType);
                if (mState == State.down)
                {
                    float dy = Mathf.Abs(other.gameObject.transform.position.y - this.transform.position.y);
                    //Debug.Log(dy);
                    if (dy < 0.3f)
                    {
                        str   = "Perfect";
                        score = 100;
                    }
                    else if (dy < 0.5f)
                    {
                        str   = "Great";
                        score = 80;
                    }
                    else if (dy < 1.0f)
                    {
                        str   = "Good";
                        score = 40;
                    }
                    else
                    {
                        str   = "Bad";
                        score = 20;
                    }

                    l.setStr(str);

                    l.setScore(score);

                    Destroy(other.gameObject);
                    isEnter = false;
                }
                else if (mState == State.up)
                {
                    if (tType == 3)
                    {
                        float dy = Mathf.Abs(other.gameObject.transform.position.y - this.transform.position.y);
                        //Debug.Log(dy);
                        if (dy < 0.3f)
                        {
                            str   = "Perfect";
                            score = 100;
                        }
                        else if (dy < 0.5f)
                        {
                            str   = "Great";
                            score = 80;
                        }
                        else if (dy < 1.0f)
                        {
                            str   = "Good";
                            score = 40;
                        }
                        else
                        {
                            str   = "Bad";
                            score = 20;
                        }
                        l.setStr(str);

                        l.setScore(score);

                        GameObject pre;
                        if (other.gameObject.GetComponent <Note>().pre != null)
                        {
                            pre = other.gameObject.GetComponent <Note>().pre.gameObject;
                            Destroy(pre);
                        }
                        //Debug.Log("HERE DESTROYS PRE");
                        Destroy(other.gameObject);
                        isEnter = false;
                    }
                }
            }
            isStateChanged = false;
        }
    }