void ScoreBeat(typingBeat beat) { switch (beat.typeCue) { case typingBeat.CueState.OK: gameScore += 1; Debug.Log("OK!"); Destroy(beat.gameObject); break; case typingBeat.CueState.Good: gameScore += 2; Debug.Log("Good!"); Destroy(beat.gameObject); break; case typingBeat.CueState.Perfect: gameScore += 3; Debug.Log("Perfect!"); Destroy(beat.gameObject); break; case typingBeat.CueState.Late: Destroy(beat.gameObject); Debug.Log("Missed!"); break; } }
void CreateTurnSwaps() { for (int i = 0; i < gameLength; i++) { MBT newMeasure = new MBT(turnLength * (i + 1), 0, 0); typingBeat newBeat = new typingBeat(); newBeat.bmEvent.eventMBT = newMeasure; newBeat.bmEvent.inputKey = KeyCode.Return; bmEvents.Add(newBeat); } }
public void createCues(int length, float[] times) { if (length < 4) { return; } for (int i = 0; i < length; i++) { typingBeat newBeat = Instantiate(beatFab); newBeat.activeTime = times[i]; bubbles.Add(newBeat); } }