//public void OnCollisionEnter2D(Collision2D collision) //{ // Debug.Log("hmmmmm"); // if (rI) // { // Destroy(collision.gameObject); // } //} // Update is called once per frame public void HitQuality(float time) { //goodHit if (Time.time - time <= MainValue.Instance.crrSecPerBeat / 3) { hitText.GetComponent <TextMeshPro>().text = "GOOD"; hitText.GetComponent <Animator>().SetTrigger("good"); hitAccuracy.SetTrigger("Good"); Instantiate(hitParticles[0], hitAccuracy.transform.position, Quaternion.identity); scoringSystem.SubmitScore(1f); } else { hitText.GetComponent <TextMeshPro>().text = "OK"; hitText.GetComponent <Animator>().SetTrigger("ok"); hitAccuracy.SetTrigger("Ok"); Instantiate(hitParticles[1], hitAccuracy.transform.position, Quaternion.identity); scoringSystem.SubmitScore(0.5f); } }
//public void OnCollisionEnter2D(Collision2D collision) //{ // Debug.Log("hmmmmm"); // if (rI) // { // Destroy(collision.gameObject); // } //} // Update is called once per frame public void HitQuality(float xPos) { Debug.Log("quality measured got called"); //goodHit if (Mathf.Abs(register.transform.position.x - xPos) <= 0.3f) { hitText.GetComponent <TextMeshPro>().text = "GOOD"; hitText.GetComponent <Animator>().SetTrigger("good"); hitAccuracy.SetTrigger("Good"); Instantiate(hitParticles[0], hitAccuracy.transform.position, Quaternion.identity); scoringSystem.SubmitScore(1f); MainValue.Instance.good += 1; } else { hitText.GetComponent <TextMeshPro>().text = "OK"; hitText.GetComponent <Animator>().SetTrigger("ok"); hitAccuracy.SetTrigger("Ok"); Instantiate(hitParticles[1], hitAccuracy.transform.position, Quaternion.identity); scoringSystem.SubmitScore(0.5f); MainValue.Instance.ok += 1; } }