Files
CodenameEngine/source/funkin/scripting/events/NoteHitEvent.hx
T
2022-11-07 22:54:50 +01:00

179 lines
5.1 KiB
Haxe

package funkin.scripting.events;
import funkin.game.Note;
import funkin.game.Character;
class NoteHitEvent extends CancellableEvent {
@:dox(hide) public var animCancelled:Bool = false;
@:dox(hide) public var strumGlowCancelled:Bool = false;
@:dox(hide) public var deleteNote:Bool = true;
@:dox(hide) public var unmuteVocals:Bool = true;
@:dox(hide) public var enableCamZooming:Bool = true;
@:dox(hide) public var autoHitLastSustain:Bool = true;
/**
Whenever a miss should be added.
**/
public var misses:Bool = true;
/**
Whenever a miss should be added.
**/
public var countAsCombo:Bool = true;
/**
Whenever ratings should be shown or not.
**/
public var showRating:Null<Bool> = null;
/**
* Note that has been pressed
*/
public var note:Note;
/**
* Character that pressed the note
*/
public var character:Character;
/**
* Whenever the Character is a player
*/
public var player:Bool;
/**
* Note Type name (null if default note)
*/
public var noteType:String;
/**
* Suffix of the animation. "-alt" for alt notes, "" for normal ones.
*/
public var animSuffix:String;
/**
* Prefix of the rating sprite path. Defaults to "game/score/"
*/
public var ratingPrefix:String;
/**
* Suffix of the rating sprite path.
*/
public var ratingSuffix:String;
/**
* Direction of the press (0 = Left, 1 = Down, 2 = Up, 3 = Right)
*/
public var direction:Int;
/**
* Score gained after note press.
*/
public var score:Int;
/**
* Accuracy gained from pressing this note. From 0 to 1. null means no accuracy is gained.
*/
public var accuracy:Null<Float>;
/**
* The amount of health that'll be gained from pressing that note. If called from `onNoteMiss`, the value will be negative.
*/
public var healthGain:Float;
/**
* Rating name. Defaults to "sick", "good", "bad" and "shit". Customisable.
*/
public var rating:String = "sick";
/**
* Scale of ratings.
*/
public var ratingScale:Float = 0.7;
/**
* Whenever antialiasing should be enabled on ratings.
*/
public var ratingAntialiasing:Bool = true;
/**
* Scale of combo numbers.
*/
public var numScale:Float = 0.5;
/**
* Whenever antialiasing should be enabled on combo number.
*/
public var numAntialiasing:Bool = true;
/**
* Creates a new NoteHitEvent.
*/
public function new(note:Note, character:Character, player:Bool, noteType:String,
direction:Int, healthGain:Float, unmuteVocals:Bool = true, score:Int = 350,
animSuffix:String = "", rating:String = "sick", ?accuracy:Null<Float>, ratingPrefix:String = "",
ratingSuffix:String = "") {
super();
this.note = note;
this.character = character;
this.player = player;
this.noteType = noteType;
this.direction = direction;
this.healthGain = healthGain;
this.unmuteVocals = unmuteVocals;
this.score = score;
this.animSuffix = animSuffix;
this.countAsCombo = !note.isSustainNote && note.mustPress;
this.rating = rating;
this.accuracy = accuracy;
this.ratingPrefix = ratingPrefix;
this.ratingSuffix = ratingSuffix;
}
/**
* Prevents the default sing animation from being played.
*/
public function preventAnim() {
animCancelled = true;
}
@:dox(hide)
public function cancelAnim() {preventAnim();}
/**
* Prevents the note from being deleted.
*/
public function preventDeletion() {
deleteNote = false;
}
@:dox(hide)
public function cancelDeletion() {preventDeletion();}
/**
* Prevents the vocals volume from being set to 1 after pressing the note.
*/
public function preventVocalsUnmute() {
unmuteVocals = false;
}
@:dox(hide)
public function cancelVocalsUnmute() {preventVocalsUnmute();}
/**
* Prevents the vocals volume from being muted in case its a parameter of `onNoteMiss`
*/
public function preventVocalsMute() {
unmuteVocals = true;
}
@:dox(hide)
public function cancelVocalsMute() {preventVocalsMute();}
/**
* Prevents the camera zoom every 4 beats from enabling.
*/
public function preventCamZooming() {
enableCamZooming = false;
}
@:dox(hide)
public function cancelCamZooming() {preventCamZooming();}
/**
* Prevents the sustain tail (the last one) from being automatically hit when the sustain before it is hit.
*/
public function preventLastSustainHit() {
autoHitLastSustain = false;
}
@:dox(hide)
public function cancelLastSustainHit() {preventLastSustainHit();}
/**
* Prevents the strum from glowing after this note has been pressed.
*/
public function preventStrumGlow() {
strumGlowCancelled = true;
}
@:dox(hide)
public function cancelStrumGlow() {preventStrumGlow();}
}