private void AddNotes(ref SongParser.Notes notes, SongParser.NoteType noteType) { int _lane = 1; if (player.transform.position.y > 0.0f && player.transform.position.y <= 0.5f) { _lane = 0; } else if (player.transform.position.y < 0.0f && player.transform.position.y >= -0.5f) { _lane = 2; } switch (_lane) { case 0: notes.top = noteType; break; case 1: notes.middle = noteType; break; case 2: notes.bottom = noteType; break; } }
// returns appropriate note prefab private GameObject GetNotePrefab(SongParser.NoteType noteType, bool isEmpowered) { GameObject _obj = null; switch (noteType) { case SongParser.NoteType.Fire: if (isEmpowered) { _obj = empoweredFireNote; } else { _obj = fireNote; } break; case SongParser.NoteType.Air: if (isEmpowered) { _obj = empoweredAirNote; } else { _obj = airNote; } break; case SongParser.NoteType.Water: if (isEmpowered) { _obj = empoweredWaterNote; } else { _obj = waterNote; } break; case SongParser.NoteType.Earth: if (isEmpowered) { _obj = empoweredEarthNote; } else { _obj = earthNote; } break; default: _obj = fireNote; break; } return(_obj); }
/// <summary> /// Instantiates a note according to parameter settings. /// </summary> /// <param name="_noteType">The type of the note to be instantiated.</param> /// <param name="_isEmpowered">Determines whether the note is empowered or not.</param> private void InstantiateNote(SongParser.NoteType _noteType, bool _isEmpowered) { GameObject _notePrefab = null; switch (_noteType) { case SongParser.NoteType.Fire: if (_isEmpowered) { _notePrefab = fireNotePrefab; } else { _notePrefab = empoweredFireNotePrefab; } break; case SongParser.NoteType.Air: if (_isEmpowered) { _notePrefab = airNotePrefab; } else { _notePrefab = empoweredAirNotePrefab; } break; case SongParser.NoteType.Water: if (_isEmpowered) { _notePrefab = waterNotePrefab; } else { _notePrefab = empoweredWaterNotePrefab; } break; case SongParser.NoteType.Earth: if (_isEmpowered) { _notePrefab = earthNotePrefab; } else { _notePrefab = empoweredEarthNotePrefab; } break; } if (_notePrefab != null) { Instantiate(_notePrefab, instantiatePos, Quaternion.identity); } }
// checks if the note type exists private bool IsThereNote(SongParser.NoteType note) { switch (note) { case SongParser.NoteType.Fire: case SongParser.NoteType.Air: case SongParser.NoteType.Water: case SongParser.NoteType.Earth: // Debug.Log("Return true"); return(true); default: return(false); } }