Пример #1
0
        private void senseKeyPresses()
        {
            //sense which keys are pressed
            foreach (int laneIdx in input.keysIndiciesPressedButton)
            {
                Lane lane = lanes[laneIdx];
                lane.makePressVFx();
                instrument.Play();

                GameObject lowestNote = lane.getLowestNote();

                int scoreMult = Multiplier(numCorrect);

                if (lowestNote != null)
                {
                    float distance = (lowestNote.transform.position - lane.noteTarget.transform.position).magnitude;
                    if (distance < 0.5)
                    {
                        lane.noteTapVFx(PressAccuracy.Perfect);
                        score      += 100 * scoreMult;
                        numCorrect += 1;
                    }
                    else if (distance < 1)
                    {
                        lane.noteTapVFx(PressAccuracy.Good);
                        score      += 75 * scoreMult;
                        numCorrect += 1;
                    }
                    else
                    {
                        lane.noteTapVFx(PressAccuracy.Miss);
                        scoreMult  = 0;
                        numCorrect = 0;
                    }
                }

                Destroy(lowestNote);
            }
        }
Пример #2
0
        public List <Lane> setupLanes()
        {
            List <Lane> lanes = new List <Lane>();

            //coooooordinate transforms. but undisciplined.
            float cameraHeight    = 10f;
            float lanePrefabWidth = lanePrefab.GetComponent <SpriteRenderer>().size.x;

            float   screenToWorld = cameraHeight / Screen.height;
            Vector2 startingPoint = new Vector2(-1 * Screen.width * screenToWorld, cameraHeight) * 0.5f;

            //InputSettings.setToDefaultMidi();

            float laneWidth = Screen.width * 1f / InputSettings.keys.Length * screenToWorld;

            for (int i = 0; i < InputSettings.keys.Length; i++)
            {
                Vector2    horizontalOffset = new Vector2(i * laneWidth + (laneWidth * 0.5f), 0);
                GameObject lane             = Instantiate(lanePrefab, startingPoint + horizontalOffset, lanePrefab.transform.rotation);
                lane.GetComponent <SpriteRenderer>().size = new Vector2(laneWidth, 10);
                lanes.Add(lane.GetComponent <Lane>());
            }

            string[] notes = { "C", "C#", "D", "D#", "E", "F", "F#", "G", "G#", "A", "A#", "B" };
            int      index = 0;

            for (int j = InputSettings.middleC; j < InputSettings.keys.Length; j++)
            {
                Lane selectedLane = lanes[j];
                Text noteText     = selectedLane.GetComponentInChildren <Text>();
                if (index >= notes.Length)
                {
                    noteText.text = notes[index % notes.Length];
                }
                else
                {
                    noteText.text = notes[index];
                }
                index += 1;
            }

            /*  try{
             *              noteText.text = notes[index];
             *      }
             *      catch (ArgumentOutOfRangeException){
             *              Debug.Log(index);
             *      } */
            //noteText.text = notes[index];
            //index+=1;

            if (InputSettings.middleC > 0)
            {
                int count = 0;
                for (int k = InputSettings.middleC - 1; k >= 0; k--)
                {
                    Lane newLane   = lanes[k];
                    Text noteText2 = newLane.GetComponentInChildren <Text>();
                    if ((notes.Length - 1) - count < 0)
                    {
                        noteText2.text = notes[Math.Abs((notes.Length - 1) - count % notes.Length)];
                    }
                    else
                    {
                        noteText2.text = notes[(notes.Length - 1) - count];
                    }
                    //noteText2.text = notes[(notes.Length-1)-count];
                    count += 1;
                }
            }

            return(lanes);
        }