示例#1
0
    public void ButtonInput(string input)
    {
        if (insRhythmHandler == null)
        {
            insRhythmHandler = GameObject.Find(insRhythmName).GetComponent <InstrumentRhythmHandler>();
        }
        if (holdFlag == false)
        {
            switch (input)
            {
            case "right":
                insRhythmHandler.receivedPressedTypeInput(InputType.right, this);
                break;

            case "left":
                insRhythmHandler.receivedPressedTypeInput(InputType.left, this);
                break;

            case "up":
                insRhythmHandler.receivedPressedTypeInput(InputType.up, this);
                break;

            case "down":
                insRhythmHandler.receivedPressedTypeInput(InputType.down, this);
                break;
            }

            StartCoroutine(restrictInput());
        }
    }
示例#2
0
 public void setupBeatIns(Sprite sprite, float speedToMove, InputType inputType, InstrumentRhythmHandler rhythmHandler)
 {
     this.inputType = inputType;
     this.GetComponent <SpriteRenderer>().sprite = sprite;
     //this.GetComponent<Rigidbody2D>().velocity = new Vector2(-speedToMove, 0f);
     insRhythmHandler = rhythmHandler;
 }
示例#3
0
    private PlayerType chooseInstrumentForPlayer(ACInstrumentPlayer player)
    {
        if (pianoHandler.numberofActivePlayers == 0)
        {
            player.insRhythmHandler = pianoHandler;
            pianoHandler.numberofActivePlayers++;
            player.insRhythmName = pianoHandler.name;
            pianoHandler.numberOfPlayers.text = "Players: " + pianoHandler.numberofActivePlayers.ToString();
            pianoHandler.startAudio();
            Debug.Log("Added a pianist");
            return(PlayerType.PIANO);
        }
        else if (drumHandler.numberofActivePlayers == 0)
        {
            player.insRhythmHandler = drumHandler;
            drumHandler.numberofActivePlayers++;
            player.insRhythmName             = drumHandler.name;
            drumHandler.numberOfPlayers.text = "Players: " + drumHandler.numberofActivePlayers.ToString();
            drumHandler.startAudio();
            Debug.Log("Added a drummer");
            return(PlayerType.DRUM);
        }
        else if (bassHandler.numberofActivePlayers == 0)
        {
            player.insRhythmHandler = bassHandler;
            bassHandler.numberofActivePlayers++;
            player.insRhythmName             = bassHandler.name;
            bassHandler.numberOfPlayers.text = "Players: " + bassHandler.numberofActivePlayers.ToString();
            bassHandler.startAudio();
            Debug.Log("Added a bassist");
            return(PlayerType.BASS);
        }
        else if (trumpetHandler.numberofActivePlayers == 0)
        {
            player.insRhythmHandler = trumpetHandler;
            player.insRhythmName    = trumpetHandler.name;
            trumpetHandler.numberofActivePlayers++;
            trumpetHandler.numberOfPlayers.text = "Players: " + trumpetHandler.numberofActivePlayers.ToString();
            trumpetHandler.startAudio();
            Debug.Log("Added a trumpeter");
            return(PlayerType.TRUMPET);
        }
        else
        {
            int pickedHandler = UnityEngine.Random.Range(0, 4);
            InstrumentRhythmHandler chosenhandler = allHandlers[pickedHandler];

            player.insRhythmName = chosenhandler.name;

            chosenhandler.numberofActivePlayers++;
            chosenhandler.numberOfPlayers.text = "Players: " + chosenhandler.numberofActivePlayers.ToString();
            Debug.Log("Added a player to a random handler");
            return((PlayerType)(pickedHandler + 1));
        }
        return(PlayerType.UNKNOWN);
    }