public void addAction(actionElement.actions actionType, float position, string argument1 = "") { if (argument1 == "") { actionList.Add(new actionElement(actionType, position, argument1)); Debug.Log("An event has been added at beat number: " + position.ToString() + "." + "(" + actionType.ToString() + ")"); } else if (argument1 != "") { surfaceActionList.Add(new actionElement(actionType, position, argument1)); Debug.Log("An event has been added at beat number: " + position.ToString() + "." + "(" + actionType.ToString() + ") [SURFACE EVENT]"); } }
IEnumerator performAction(actionElement.actions actionType, string[] args = null) { Debug.Log("Performing action: " + actionType.ToString()); switch (actionType) { case actionElement.actions.Preparation: { //Prepare togglePrepare(int.Parse(args[0]), true, false); break; } case actionElement.actions.Active: { //Stop prepare togglePrepare(1, false, false); break; } case actionElement.actions.BeatSwitch: { //Switch beat switchStep(true); break; } case actionElement.actions.Tailswing: { //Swing tail break; } case actionElement.actions.CPUStill: { //Stay Still (Preparing) (Also affects CPU) togglePrepare(int.Parse(args[0]), true, true); break; } case actionElement.actions.CPUActive: { //Move Again (Preparing) (Also affects CPU) togglePrepare(int.Parse(args[0]), true, false); break; } case actionElement.actions.ToggleAuto: { //Toggle Auto autoMode = !autoMode; break; } case actionElement.actions.EndGame: { //End game break; } case actionElement.actions.PlaySound: { //playSound playSound(args[0]); break; } case actionElement.actions.SnapAdjust: { //Change snap snap = int.Parse(args[0]); break; } case actionElement.actions.Reset: { //Restart beatmap StartCoroutine(conductor.resetBeatmap()); break; } case actionElement.actions.Pause: { //Pause conductor.resetStartOfSong(false); break; } case actionElement.actions.PauseAndReset: { //Reset, pause conductor.resetStartOfSong(true); break; } } yield return(null); }