// functions for miss/hit effects public void OnMiss(RunState runState) { Debug.Assert(!isResolved, "on miss already resolved"); isResolved = true; runState.BreakCombo(); MissEffect(runState); Instantiate(missPrefab, transform.position, Quaternion.identity, hitArea); rhythmManager.player.GetComponent <Animator>().SetTrigger("activityFail"); runState.CurrentActivityPlatform().unSuppressedEmotions.Remove(emotionType); Destroy(gameObject); }
public void OnSuppress(RunState runState) { // AudioSource audioSource = gameObject.GetComponent<AudioSource>(); // audioSource.clip = Resources.Load<AudioClip>("drum_kit/Crash_Cymbal"); // you can hit them invisibly! if (this.isInvisibleHit) { StartCoroutine(HitAfterDelay(0, runState)); runState.CurrentActivityPlatform().unSuppressedEmotions.Add(emotionType); } else { // if not hit, fail silently runState.IncreaseEnergy(-1); runState.emotions.Add(emotionType, 1); Instantiate(missPrefab, transform.position, Quaternion.identity, hitArea); runState.BreakCombo(); } }