2021-12-21 04:38:59 +00:00
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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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2022-03-14 14:21:05 +00:00
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using HeavenStudio.Util;
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2021-12-23 22:39:03 +00:00
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2022-04-12 16:14:46 +00:00
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class AgbClapLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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2023-04-02 02:28:23 +00:00
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return new Minigame("clappyTrio", "The Clappy Trio", "deffff", false, false, new List<GameAction>()
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2022-04-12 16:14:46 +00:00
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{
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2022-08-21 03:13:52 +00:00
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new GameAction("clap", "Clap")
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2022-04-12 16:14:46 +00:00
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{
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function = delegate { ClappyTrio.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
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resizable = true
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},
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new GameAction("bop", "Bop")
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2022-04-12 16:14:46 +00:00
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{
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2023-04-26 12:43:35 +00:00
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function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.BopToggle(e.beat, e.length, e["bop"], e["autoBop"], e["emo"]); },
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2023-03-07 17:22:32 +00:00
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("bop", true, "Bop", "Should the lions bop?"),
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2023-04-26 12:43:35 +00:00
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new Param("autoBop", false, "Bop (Auto)", "Should the lions auto bop?"),
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new Param("emo", false, "Disable Emotion", "Should the lions just show the neutral face while bopping?")
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2023-03-07 17:22:32 +00:00
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}
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2022-08-21 03:13:52 +00:00
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},
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new GameAction("prepare", "Prepare Stance")
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{
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2022-08-21 23:46:45 +00:00
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function = delegate { ClappyTrio.instance.Prepare(eventCaller.currentEntity["toggle"] ? 3 : 0); },
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2022-08-21 03:13:52 +00:00
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
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}
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},
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2023-04-23 20:17:21 +00:00
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new GameAction("sign", "Sign Enter")
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{
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2023-04-26 12:43:35 +00:00
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function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.Sign(e.beat, e.length, e["ease"], e["down"]); },
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2023-04-23 20:17:21 +00:00
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parameters = new List<Param>()
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{
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the sign move with?"),
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new Param("down", true, "Down", "Should the sign go down?")
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},
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resizable = true
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},
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2022-08-21 03:13:52 +00:00
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new GameAction("change lion count", "Change Lion Count")
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{
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function = delegate { ClappyTrio.instance.ChangeLionCount((int)eventCaller.currentEntity["valA"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("valA", new EntityTypes.Integer(3, 8, 3), "Lion Count", "The amount of lions")
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}
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},
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// This is still here for backwards-compatibility but is hidden in the editor
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new GameAction("prepare_alt", "")
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{
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function = delegate { ClappyTrio.instance.Prepare(3); },
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hidden = true
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},
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2022-04-12 16:14:46 +00:00
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});
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}
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}
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}
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2022-03-14 14:21:05 +00:00
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namespace HeavenStudio.Games
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2021-12-21 04:38:59 +00:00
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{
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2022-03-12 04:10:13 +00:00
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using Scripts_ClappyTrio;
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2021-12-24 03:36:16 +00:00
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public class ClappyTrio : Minigame
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{
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public int lionCount = 3;
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public List<GameObject> Lion;
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[SerializeField] private Sprite[] faces;
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private bool isClapping;
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private float currentClappingLength;
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private float lastClapStart;
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private int clapIndex;
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2021-12-24 00:58:48 +00:00
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private ClappyTrioPlayer ClappyTrioPlayer;
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public bool playerHitLast = false;
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public bool missed;
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bool shouldBop;
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bool doEmotion = true;
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public int emoCounter;
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public GameEvent bop = new GameEvent();
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[SerializeField] Animator signAnim;
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float signStartBeat;
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float signLength;
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EasingFunction.Ease lastEase;
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bool signGoDown;
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public static ClappyTrio instance { get; set; }
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2023-01-15 04:33:37 +00:00
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MultiSound clapSounds = null;
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BeatAction clapAction = null;
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2021-12-23 22:39:03 +00:00
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private void Awake()
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{
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instance = this;
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clapSounds = null;
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2022-03-27 00:53:34 +00:00
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InitLions();
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2021-12-23 22:39:03 +00:00
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}
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public override void OnGameSwitch(float beat)
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{
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DynamicBeatmap.DynamicEntity changeLion = GameManager.instance.Beatmap.entities.FindLast(c => c.datamodel == "clappyTrio/change lion count" && c.beat <= beat);
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2022-03-27 18:13:13 +00:00
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if(changeLion != null)
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{
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EventCaller.instance.CallEvent(changeLion, true);
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}
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}
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2023-03-07 17:22:32 +00:00
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void Update()
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{
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var cond = Conductor.instance;
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
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{
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if (shouldBop) Bop(cond.songPositionInBeats);
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}
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if (cond.isPlaying && !cond.isPaused)
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{
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float normalizedBeat = cond.GetPositionFromBeat(signStartBeat, signLength);
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if (normalizedBeat > 0 && normalizedBeat <= 1)
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
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float newPos = func(0, 1, normalizedBeat);
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signAnim.DoNormalizedAnimation(signGoDown ? "Enter" : "Exit", newPos);
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}
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}
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}
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2023-04-26 12:43:35 +00:00
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public void Sign(float beat, float length, int ease, bool down)
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{
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Jukebox.PlayOneShotGame("clappyTrio/sign");
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signStartBeat = beat;
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signLength = length;
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lastEase = (EasingFunction.Ease)ease;
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signGoDown = down;
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2023-03-07 17:22:32 +00:00
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}
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2022-03-26 02:08:46 +00:00
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private void InitLions()
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{
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float startPos = -3.066667f;
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float maxWidth = 12.266668f;
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2021-12-24 08:35:54 +00:00
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2022-03-01 00:46:55 +00:00
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for (int i = 0; i < lionCount; i++)
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{
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GameObject lion;
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if (i == 0)
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lion = Lion[0];
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else
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lion = Instantiate(Lion[0], Lion[0].transform.parent);
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lion.transform.localPosition = new Vector3(startPos + ((maxWidth / (lionCount + 1)) * (i + 1)), 0);
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if (i > 0)
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Lion.Add(lion);
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2021-12-24 08:35:54 +00:00
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if (i == lionCount - 1)
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ClappyTrioPlayer = lion.AddComponent<ClappyTrioPlayer>();
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}
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2022-03-26 02:08:46 +00:00
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2023-01-15 04:33:37 +00:00
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if (clapSounds != null)
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clapSounds.Delete();
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if (clapAction != null)
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clapAction.Delete();
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2021-12-23 22:39:03 +00:00
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}
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public void Clap(float beat, float length)
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{
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2021-12-24 03:36:16 +00:00
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ClappyTrioPlayer.clapStarted = true;
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ClappyTrioPlayer.canHit = true; // this is technically a lie, this just restores the ability to hit
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2021-12-24 00:58:48 +00:00
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playerHitLast = false;
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isClapping = true;
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2023-01-15 04:33:37 +00:00
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// makes the other lions clap
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List<MultiSound.Sound> sounds = new List<MultiSound.Sound>();
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List<BeatAction.Action> actions = new List<BeatAction.Action>();
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for (int i = 0; i < Lion.Count - 1; i++)
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{
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int idx = i;
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sounds.Add(new MultiSound.Sound((i > 0) ? "clappyTrio/middleClap" : "clappyTrio/leftClap", beat + (length * i)));
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actions.Add(new BeatAction.Action(beat + (length * i), delegate { SetFace(idx, 4); Lion[idx].GetComponent<Animator>().Play("Clap", 0, 0);}));
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}
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clapSounds = MultiSound.Play(sounds.ToArray());
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clapAction = BeatAction.New(this.gameObject, actions);
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// prepare player input
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ClappyTrioPlayer.QueueClap(beat, length * (Lion.Count - 1));
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2021-12-23 22:39:03 +00:00
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}
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public void Prepare(int type)
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{
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2021-12-24 08:35:54 +00:00
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for (int i = 0; i < Lion.Count; i++)
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{
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SetFace(i, type);
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}
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2021-12-24 00:58:48 +00:00
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PlayAnimationAll("Prepare");
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Jukebox.PlayOneShotGame("clappyTrio/ready");
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}
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2023-04-26 12:43:35 +00:00
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public void BopToggle(float beat, float length, bool startBop, bool autoBop, bool emo)
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2023-03-07 17:22:32 +00:00
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{
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doEmotion = !emo;
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2023-03-07 17:22:32 +00:00
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shouldBop = autoBop;
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if (startBop)
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{
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for (int i = 0; i < length; i++)
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{
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2023-04-26 12:43:35 +00:00
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if (i == 0 && startBop && autoBop) continue;
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2023-03-07 17:22:32 +00:00
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float spawnBeat = beat + i;
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(spawnBeat, delegate { Bop(spawnBeat); })
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});
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}
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}
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}
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2021-12-28 02:36:27 +00:00
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public void Bop(float beat)
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{
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if (doEmotion && emoCounter > 0)
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{
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2023-04-26 12:43:35 +00:00
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if (playerHitLast)
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2021-12-24 08:35:54 +00:00
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{
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2023-04-26 12:43:35 +00:00
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for (int i = 0; i < Lion.Count; i++)
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{
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SetFace(i, 1);
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}
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2021-12-24 08:35:54 +00:00
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}
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2023-04-26 12:43:35 +00:00
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else if (missed)
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{
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2023-04-26 12:43:35 +00:00
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var a = EventCaller.GetAllInGameManagerList("clappyTrio", new string[] { "clap" });
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var b = a.FindAll(c => c.beat < beat);
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if (b.Count > 0)
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{
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for (int i = 0; i < Lion.Count; i++)
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{
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if (i == Lion.Count - 1)
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{
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SetFace(i, 0);
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}
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else
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{
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SetFace(i, 2);
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}
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2021-12-28 02:36:27 +00:00
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}
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2021-12-24 08:35:54 +00:00
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}
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}
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2023-04-26 12:43:35 +00:00
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emoCounter--;
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2021-12-24 03:36:16 +00:00
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}
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2023-04-26 12:43:35 +00:00
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else
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{
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for (int i = 0; i < Lion.Count; i++)
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{
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SetFace(i, 0);
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}
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}
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2021-12-24 00:58:48 +00:00
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PlayAnimationAll("Bop");
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2021-12-23 22:39:03 +00:00
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}
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2022-03-01 01:11:01 +00:00
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public void ChangeLionCount(int lions)
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{
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for(int i=1; i<lionCount; i++)
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{
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Destroy(Lion[i]);
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}
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Lion.RemoveRange(1, lionCount - 1);
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lionCount = lions;
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SetFace(0, 0);
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2022-03-26 02:08:46 +00:00
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InitLions();
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2022-03-01 01:11:01 +00:00
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PlayAnimationAll("Idle");
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}
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2021-12-23 22:39:03 +00:00
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private void PlayAnimationAll(string anim)
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{
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2021-12-24 08:35:54 +00:00
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for (int i = 0; i < Lion.Count; i++)
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{
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Lion[i].GetComponent<Animator>().Play(anim, -1, 0);
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}
|
2021-12-23 22:39:03 +00:00
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}
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|
|
|
|
2021-12-24 00:58:48 +00:00
|
|
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public void SetFace(int lion, int type)
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2021-12-21 04:38:59 +00:00
|
|
|
{
|
2021-12-24 08:35:54 +00:00
|
|
|
Lion[lion].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite = faces[type];
|
2021-12-21 04:38:59 +00:00
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|
|
}
|
|
|
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}
|
|
|
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}
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