Commit edbebe27 authored by 16서원빈's avatar 16서원빈

Initial commit

Working in progress
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour {
private static GameManager instance;
public static GameManager Instance
{
get
{
if (instance == null)
{
instance = FindObjectOfType(typeof(GameManager)) as GameManager;
}
return instance;
}
}
public TrackInfo CurrentTrack { get; set; }
// Use this for initialization
void Start () {
DontDestroyOnLoad(Instance);
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// Update is called once per frame
void Update () {
}
public void SceneTransition(string sceneName)
{
SceneManager.LoadScene("Scene/" + sceneName);
}
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class Judge
{
public static readonly List<Judge> JudgeList = new List<Judge>
{
new Judge("PERFECT") { ButtonTimingRange = 80f, Score = 10, Color = Color.cyan },
new Judge("GOOD") { ButtonTimingRange = 100f, Score = 7, Color = Color.yellow },
new Judge("BAD") { ButtonTimingRange = 120f, Score = 3, Color = Color.blue, IsBreak = true },
new Judge("MISS") { Score = 0, Color = Color.red, IsBreak = true }
};
private Judge()
{
ButtonTimingRange = 0f;
MotionTimingRange = 0f;
Score = 0;
IsBreak = false;
Color = Color.black;
}
private Judge(string name) : this() { Name = name; }
public string Name { get; private set; }
public float ButtonTimingRange { get; private set; }
public float MotionTimingRange { get; private set; }
public float Score { get; private set; }
public bool IsBreak { get; private set; }
public Color Color { get; private set; }
public static readonly Judge MISS = JudgeList.Last();
private static readonly float MaxButtonTimingRange = JudgeList[2].ButtonTimingRange;
public static Judge TestJudge(float elapsedTime)
{
foreach (Judge testingJudge in JudgeList)
{
if (Mathf.Abs(elapsedTime) < testingJudge.ButtonTimingRange)
{
return testingJudge;
}
}
return JudgeList.Last();
}
public bool IsNonEmptyMiss(float elapsedTime)
{
return this == MISS && elapsedTime > MaxButtonTimingRange;
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class JudgeManager : MonoBehaviour {
[SerializeField]
float latency = 225f;
private float elapsedTime = 0;
private float MsPerBeat
{
get { return 60 * 1000f / GameManager.Instance.CurrentTrack.BPM; }
}
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
elapsedTime += Time.deltaTime * 1000;
Judge judge = Judge.TestJudge(elapsedTime);
if (judge.IsNonEmptyMiss(elapsedTime))
{
elapsedTime -= 2 * MsPerBeat;
}
bool isJumpButtonPressed = true;
if (isJumpButtonPressed)
{
if (judge != Judge.MISS)
{
elapsedTime -= 2 * MsPerBeat;
}
if (!judge.IsBreak)
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{
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using UnityEngine;
public class TrackInfo
{
public string Name { get; private set; }
public float BPM { get; private set; }
public TrackInfo(string path)
{
Name = path;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TrackInfoHolder : MonoBehaviour {
public TrackInfo trackInfo;
// Use this for initialization
void Start () {
gameObject.name = trackInfo.Name;
gameObject.GetComponentInChildren<Text>().text = trackInfo.Name;
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void Update () {
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}
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class TrackManager : MonoBehaviour {
[SerializeField]
GameObject trackList;
[SerializeField]
GameObject trackItemPrefab;
private GameObject selectedTrackItem = null;
// Use this for initialization
void Start () {
LoadTracks();
}
// Update is called once per frame
void Update () {
}
void LoadTracks()
{
string[] testTracks = { "Track1", "Track2", "Some Other Track", "Foo", "Bar" };
TrackInfo[] tracks = testTracks.Select(s => new TrackInfo(s)).ToArray();
foreach (TrackInfo track in tracks)
{
var trackItem = Instantiate(trackItemPrefab, trackList.transform);
trackItem.AddComponent<TrackInfoHolder>().trackInfo = track;
trackItem.GetComponent<Button>().onClick
.AddListener(SelectTrackItem);
}
}
void SelectTrackItem()
{
var caller = EventSystem.current.currentSelectedGameObject;
// TODO: deactivate selected button
selectedTrackItem = caller;
}
public void StartTrack()
{
// TODO: disable start button if nothing selected
var holder = selectedTrackItem.GetComponent<TrackInfoHolder>();
GameManager.Instance.CurrentTrack = holder.trackInfo;
GameManager.Instance.SceneTransition("InGame");
}
}
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# Button Pusher
**THE MOST REALISTIC INTERACTIVE DJ SIMULATION RHYTHM ACTION GAME IN THE UNIVERSE**
# [Wiki](https://git.kucatdog.net/eseiker/ButtonPusher/wikis/home)
2017 Summer, Nexon Dream Members Project
Presented by CAT&DOG
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