Пример #1
0
    public GameMechanics(string src)
    {
        gameField         = new GameField(src);
        beatManager       = new BeatTimings(src);
        timeLine          = new TimeLine(beatManager.GetTimings());
        TimeLine.isActive = false;

        //	mainCamera = GameObject.Find("Main Camera");

        isGameStarted = false;
        isGamePlaying = false;

        state = (TextMesh)GameObject.Find("State").GetComponent <TextMesh>();
        if (GameObject.Find("BeatLight"))
        {
            beatLight = GameObject.Find("BeatLight").GetComponent <BeatLight>() as BeatLight;
        }
        pauseScreen = GameObject.FindGameObjectWithTag("PauseScreen").GetComponent <PauseScriptEnable>();
        pauseScreen.Init();
        navigation         = GameObject.Find("_Navigation").GetComponent <Navigation>();
        navigation.enabled = false;
    }
Пример #2
0
    /// <summary>
    /// 设置箭头,计算分数
    /// </summary>
    /// <param name="type"></param>
    void SetArrowResult(Global.TIMING_JUAGE_TYPE type, Arrow arrow, bool isMainBeat = true)
    {
        switch (type)
        {
        case Global.TIMING_JUAGE_TYPE.BAD:
            Sounder.instance.Play("BAD音效");
            break;
        }

        if (arrow.isLastOne)
        {
            bool end = true;
            if (arrow is LongPressArrow)
            {
                LongPressArrow longPress = arrow as LongPressArrow;
                switch (longPress.subState)
                {
                case Arrow.STATE.PRESSING:
                case Arrow.STATE.READY:
                    end = false;
                    break;
                }
            }
            if (hp > 0 && end)
            {
                ClearnArrow();
                Eff.instance.lastHit.SetActive(true);
                BeatGame.instance.ArrowComplete();
            }
        }

        if (type != Global.TIMING_JUAGE_TYPE.MISS)
        {
            int comboTime = combo.GetCount();
            GetComponent <AudioSource>().volume = comboTime < 10 ? 0.7f : 1;
            if (isMainBeat)
            {
                GetComponent <AudioSource>().PlayOneShot(leftRightClip);
            }
        }

        timingJudge.Show(type);
        if (type < Global.TIMING_JUAGE_TYPE.BAD)
        {
            AddCombo(type);
            BeatLight bl = null;
            switch (arrow.songTime.direction)
            {
            case SongInfo.DIRECTION.LEFT:
                bl = leftLight;
                break;

            case SongInfo.DIRECTION.RIGHT:
                bl = rightLight;
                break;

            case SongInfo.DIRECTION.UP:
                bl = upLight;
                break;

            case SongInfo.DIRECTION.DOWN:
                bl = downLight;
                break;
            }
            bl.Show();
            Eff.instance.ScreenHit(arrow.songTime.direction);
        }
        else
        {
            //道具
            if (correctProp != null && DataUtils.mode == Global.MODE.MODE_1P)
            {
                if (correctProp.Use())
                {
                    Sounder.instance.Play("道具消耗音效");
                    AddCombo(Global.TIMING_JUAGE_TYPE.PREFECT);
                    Eff.instance.ScreenHit(arrow.songTime.direction);
                    type = Global.TIMING_JUAGE_TYPE.PREFECT;
                }
                else
                {
                    combo.Reset();
                }
            }
            else
            {
                combo.Reset();
            }

            switch (type)
            {
            case Global.TIMING_JUAGE_TYPE.BAD:
                mark += 5;     //bad加5
                break;

            case Global.TIMING_JUAGE_TYPE.MISS:
                RefreshHP();
                break;
            }
        }

        scoreData.AddJuade(info.data, type);
        markText.SetValue(mark);
    }