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