original ver 25/06/01
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class gameplay_global : MonoBehaviour
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{
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public static gameplay_global Instance; //单例
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public bool game_isStarted = false; //游戏开始
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public bool game_isPaused = false; //游戏暂停
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public bool game_isEnded = false; //游戏结束,读到了最后的chart_is_end
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public bool k1_pressed = false; //按下了按键
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public bool k2_pressed = false;
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public bool k3_pressed = false;
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public bool k4_pressed = false;
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public bool k5_pressed = false;
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public bool k1_inJudgeZone = false;//进入了判定区域
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public bool k2_inJudgeZone = false;
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public bool k3_inJudgeZone = false;
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public bool k4_inJudgeZone = false;
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public bool k5_inJudgeZone = false;
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public string[] notes;
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public string songName;
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public int difficulty_ID;
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public string difficulty_Name;
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public float startTime; //记录开始游戏的时间 用于谱面note加载时机计算
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public float streamMultiply = 5f; //note流速
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public float offset = -0.2f; //延迟
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public float lifeTime = 0.15f; //perfect good lost判定提示效果的显示时间
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public float top_position_Y; //top按钮的y坐标 用于确定note生成位置的y坐标
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public int perfectScore;//perfect分值
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public int goodScore;//good分值
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public int score;//float类型的精确总分
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public float multiNoteOffset = 0.26f;//用于多押调整错位的偏移量
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public int combo = 0;//连击数
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public int noteSum = 0;//谱面总物量
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public int perfectNum = 0;//当前perfect数
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public int goodNum = 0;//当前good数
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public int missNum = 0;//当前miss数
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public Vector3 k1Pos, k2Pos, k3Pos, k4Pos; //四个键位的坐标 用于确定note生成位置
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public KeyCode key1 = KeyCode.D;
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public KeyCode key2 = KeyCode.F;
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public KeyCode key3 = KeyCode.J;
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public KeyCode key4 = KeyCode.K;
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// Start is called before the first frame update
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private void Awake()
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{
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}
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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