Commit c218ccaa authored by 16서원빈's avatar 16서원빈 Committed by Chae Ho Shin

Short Motion Judge just WORKS

parent 9d2c6c23
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......@@ -94,7 +94,7 @@ Transform:
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
......@@ -152,13 +153,14 @@ public class JudgeManager : MonoBehaviour
smnote.MotionSampleDisplay = msd;
activatedNotes.Add(smnote);
}
foreach (MotionNote note in activatedNotes)
for(int i=activatedNotes.Count-1;i>=0;i--)
{
if(note.MotionSampleDisplay == null)
MotionNote note = activatedNotes[i];
if (note.FinalJudgeAction() || elapsedTime > note.EndTiming + Judge.MISS.MotionTimingRange)
{
SetJudge(Judge.TestJudge(note, timing));
activatedNotes.Remove(note);
SetJudge(Judge.TestJudge(note, timing, true));
activatedNotes.RemoveAt(i);
DeactivateNote(note);
}
}
......@@ -195,10 +197,13 @@ public class JudgeManager : MonoBehaviour
{
if (!judge.IsBreak)
GameManager.Instance.Combo++;
else
GameManager.Instance.Combo = 0;
GameManager.Instance.Score += judge.Score;
GameManager.Instance.JudgeCount[judge]++;
Debug.Log(judge.Name + (isMotion ? " Motion" : " Note"));
Debug.Log(GameManager.Instance.Combo);
judgeText.SetActive(true);
judgeText.GetComponent<Text>().text = judge.Name;
......
......@@ -2,39 +2,48 @@
using System.Collections.Generic;
using UnityEngine;
public class MotionSampleDisplay : MonoBehaviour {
public class MotionSampleDisplay : MonoBehaviour
{
[SerializeField]
GameObject left, right;
public Sprite sprite;
public float timeout;
public MotionNote caller;
private float elapsedTime;
private float parameter;
private float velocity;
private float acceleration;
private float distance = 2f;
// Use this for initialization
void Start()
{
elapsedTime = 0f;
parameter = 0f;
velocity = 0f;
acceleration = 2 * distance / Mathf.Pow(timeout, 2);
left.GetComponent<SpriteRenderer>().sprite = sprite;
right.GetComponent<SpriteRenderer>().sprite = sprite;
left.transform.Translate(-distance, 0, 0);
right.transform.Translate(distance, 0, 0);
}
// Update is called once per frame
void Update()
void Update()
{
elapsedTime += Time.deltaTime * 1000;
if (elapsedTime > timeout / 2f)
parameter = (elapsedTime - timeout / 2f) / timeout;
float delta = Time.deltaTime * 1000f;
elapsedTime += delta;
velocity = acceleration * elapsedTime;
if (elapsedTime > timeout)
{
Destroy(gameObject);
}
left.transform.Translate(new Vector3(parameter, 0));
right.transform.Translate(new Vector3(-parameter, 0));
left.transform.Translate(new Vector3(velocity * delta, 0));
right.transform.Translate(new Vector3(-velocity * delta, 0));
}
}
}
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