コード例 #1
0
    public void InitBarByScore(int pieceIndex, int barIndex, UIBar uiBar)
    {
        uiBar.startBeat = occupiedBeats;

        //QTE BAR
        if (QTEbarIndex >= 0)
        {
            uiBar.type = UIBar.barType.QTEBar;

            uiBar.ReadScore(QTEscore.QTEscore[QTEbarIndex].notes);
            uiBar.beatsThisBar = QTEscore.QTEscore[QTEbarIndex].beatsThisBar;
        }
        if (QTEbarIndex < 0)
        {
            uiBar.type = UIBar.barType.inputBar;

            //判断当前所在的段落,读取单小节乐谱
            OneBarScore _barScore = pieceIndex > 0 ? score.mainlude[barIndex] : score.prelude[barIndex];

            uiBar.ReadScore(_barScore.notes);
            uiBar.beatsThisBar = _barScore.beatsThisBar;
        }

        //        Debug.Log("startbeat=" + uiBar.startBeat);
//    Debug.Log("occupiedBeats=" + occupiedBeats);

        uiBar.Init();
        uiBar.GetComponent <UIBar>().SetPinAlpha(0);
        uiBar.GetComponent <UIBar>().active = true;

        currentEnergyNotes.AddRange(uiBar.GetComponent <UIBar>().noteList_energy);
        currentQTENotes.AddRange(uiBar.GetComponent <UIBar>().noteList_QTE);
        occupiedBeats += uiBar.beatsThisBar;
    }
コード例 #2
0
 //普通BAR转换为QTEBAR,用于QTE触发
 public void TurnBarIntoQTE(UIBar uIBar, List <Note> notes)
 {
     uIBar.type      = UIBar.barType.QTEBar;
     uIBar.bg.sprite = uIBar.bgQTE;
     //清除普通阶段的遗留音符
     currentEnergyNotes.Clear();
     InputSequenceController.Instance.CurInputSequence.Clear();
     uIBar.Empty();
     uIBar.InitLines();
     uIBar.ReadScore(notes);
     uIBar.InitNotes();
     currentQTENotes.AddRange(uIBar.GetComponent <UIBar>().noteList_QTE);
 }
コード例 #3
0
ファイル: Move.cs プロジェクト: beseme/StraightOutOfJail
    // Update is called once per frame
    void Update()
    {
        if (Active.Active)
        {
            // movement
            if (_jumpPossible)
            {
                if (Input.GetKeyDown(KeyCode.W))
                {
                    _flipped = !_flipped;
                    if (_flipped)
                    {
                        GetComponent <SpriteRenderer>().sprite = _sprite[1];
                    }
                    if (!_flipped)
                    {
                        GetComponent <SpriteRenderer>().sprite = _sprite[0];
                    }
                    _rayDir = -_rayDir;
                    _source.PlayOneShot(_turnSound, 1);
                }
                if (Input.GetKeyDown(KeyCode.Space) && !_wallHit)
                {
                    if (_flipped)
                    {
                        gameObject.transform.position += new Vector3(-2, 0, 0);
                    }
                    else
                    {
                        gameObject.transform.position += new Vector3(2, 0, 0);
                    }
                    _stamina -= 10;
                    _source.PlayOneShot(_moveSound, 1);
                }

                if (Input.GetKeyDown(KeyCode.A))
                {
                    _exhaustCloud.Play();
                }


                //Joystick Action?!
                if (Input.GetKeyDown(KeyCode.Joystick1Button0) || Input.GetKeyDown(KeyCode.Joystick1Button4))
                {
                    _source.PlayOneShot(_turnSound, 1);
                    _flipped = !_flipped;
                    if (_flipped)
                    {
                        GetComponent <SpriteRenderer>().sprite = _sprite[1];
                    }
                    if (!_flipped)
                    {
                        GetComponent <SpriteRenderer>().sprite = _sprite[0];
                    }
                    _rayDir = -_rayDir;
                }


                if ((Input.GetKeyDown(KeyCode.Joystick1Button1) || Input.GetKeyDown(KeyCode.Joystick1Button5)) && !_wallHit)
                {
                    _source.PlayOneShot(_moveSound, 1);
                    if (_flipped)
                    {
                        gameObject.transform.position += new Vector3(-2, 0, 0);
                    }
                    else
                    {
                        gameObject.transform.position += new Vector3(2, 0, 0);
                    }
                    _stamina -= 10;
                }
            }
        }


        // stamina
        if (_stamina < 0)
        {
            _jumpPossible = false;
        }
        if (_stamina > 25)
        {
            _jumpPossible = true;
        }

        _bar.GetComponent <UIBar>().Bar(_stamina, 1, 100, 0, 1);

        if (_stamina <= 100)
        {
            _stamina += Time.deltaTime * 15;
        }

        if (_jumpPossible)
        {
            _exhaustCloud.Stop();
        }
        else if (!_exhaustCloud.isPlaying)
        {
            _exhaustCloud.Play();
        }


        //hiding
        _rayBlack = Physics2D.Raycast(gameObject.transform.position, gameObject.transform.forward, 10f, LayerMask.GetMask("Black"));
        _rayWhite = Physics2D.Raycast(gameObject.transform.position, gameObject.transform.forward, 10f, LayerMask.GetMask("White"));

        if (_rayBlack && _flipped)
        {
            _hidden = true;
        }
        else if (_rayWhite && !_flipped)
        {
            _hidden = true;
        }
        else
        {
            _hidden = false;
        }

        if (_hidden)
        {
            Vignette.enabled = true;
        }
        else
        {
            Vignette.enabled = false;
        }

        //raycast wall
        _wallHit = Physics2D.Raycast(gameObject.transform.position, _rayDir, 2, LayerMask.GetMask("Wall"));

        Debug.DrawRay(gameObject.transform.position, _rayDir, Color.green);
    }