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using System ;
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using UnityEngine ;
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using HeavenStudio.Util ;
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namespace HeavenStudio.Games.Scripts_SpaceSoccer
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{
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public class Ball : SuperCurveObject
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{
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public enum State { None , Dispensing , Kicked , HighKicked , Toe } ;
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[Header("Components")]
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[HideInInspector] public Kicker kicker ;
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[SerializeField] private GameObject holder ;
[SerializeField] private GameObject spriteHolder ;
[Space(10)]
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//[SerializeField] private BezierCurve3D dispenseCurve;
//[SerializeField] private BezierCurve3D kickCurve;
//[SerializeField] private BezierCurve3D highKickCurve;
//[SerializeField] private BezierCurve3D toeCurve;
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[Header("Properties")]
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public double startBeat ;
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public State state ;
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public double nextAnimBeat ;
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public float highKickSwing = 0f ;
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private float lastSpriteRot ;
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public bool canKick ;
public bool waitKickRelease ;
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private bool lastKickLeft ;
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private SuperCurveObject . Path kickPath ;
private SuperCurveObject . Path dispensePath ;
private SuperCurveObject . Path highKickPath ;
private SuperCurveObject . Path toePath ;
//private float currentKickPathScale = 1;
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protected override void UpdateLastRealPos ( )
{
lastRealPos = transform . localPosition ;
}
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public void Init ( Kicker kicker , double dispensedBeat )
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{
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this . kicker = kicker ;
kicker . ball = this ;
kicker . dispenserBeat = dispensedBeat ;
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double currentBeat = Conductor . instance . songPositionInBeatsAsDouble ;
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kickPath = SpaceSoccer . instance . GetPath ( "Kick" ) ;
dispensePath = SpaceSoccer . instance . GetPath ( "Dispense" ) ;
highKickPath = SpaceSoccer . instance . GetPath ( "HighKick" ) ;
toePath = SpaceSoccer . instance . GetPath ( "Toe" ) ;
//holder.transform.localPosition = kicker.transform.GetChild(0).position;
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if ( currentBeat - dispensedBeat < 2f ) //check if ball is currently being dispensed (should only be false if starting in the middle of the remix)
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{
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//Debug.Log("Dispensing");
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state = State . Dispensing ;
startBeat = dispensedBeat ;
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nextAnimBeat = startBeat + GetAnimLength ( State . Dispensing ) ;
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kicker . kickTimes = 0 ;
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return ;
}
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var highKicks = GameManager . instance . Beatmap . Entities . FindAll ( c = > c . datamodel = = "spaceSoccer/high kick-toe!" ) ;
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int numHighKicks = 0 ;
//determine what state the ball was in for the previous kick.
for ( int i = 0 ; i < highKicks . Count ; i + + )
{
if ( highKicks [ i ] . beat + highKicks [ i ] . length < = currentBeat )
{
numHighKicks + + ;
continue ;
}
if ( highKicks [ i ] . beat > currentBeat )
{
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//Debug.Log("Setting state to kicked");
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state = State . Kicked ;
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double relativeBeat = currentBeat - dispensedBeat ;
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startBeat = dispensedBeat + ( int ) ( relativeBeat - 0.1 ) ; //this makes the startBeat be for the kick that is currently in progress, but it won't play the kicker's animation for that kick. the -0.1 makes it so that if playback is started right when the kicker kicks, it still plays the kicker's animation.
nextAnimBeat = startBeat + GetAnimLength ( State . Kicked ) ;
kicker . kickTimes = ( int ) ( relativeBeat - 0.1 ) - numHighKicks - 1 ; //every high kick has 2 kicks in the same time a regular keep-up does 3 kicks.
break ;
}
else
{
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highKickSwing = 0.5f ;
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if ( highKicks [ i ] . beat + GetAnimLength ( State . HighKicked ) > currentBeat )
{
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//Debug.Log("Setting state to high kick");
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state = State . HighKicked ;
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double relativeBeat = highKicks [ i ] . beat - dispensedBeat ;
startBeat = dispensedBeat + Math . Ceiling ( relativeBeat ) ; //there is a chance this makes startBeat later than the current beat, but it shouldn't matter too much. It would only happen if the user places the high kicks incorrectly.
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nextAnimBeat = startBeat + GetAnimLength ( State . HighKicked ) ;
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kicker . kickTimes = ( int ) Math . Ceiling ( relativeBeat ) - numHighKicks - 1 ;
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break ;
}
else
{
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//Debug.Log("Setting state to toe");
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state = State . Toe ;
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double relativeBeat = Math . Ceiling ( highKicks [ i ] . beat - dispensedBeat ) + GetAnimLength ( State . HighKicked ) ; //there is a chance this makes startBeat later than the current beat, but it shouldn't matter too much. It would only happen if the user places the high kicks incorrectly.
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startBeat = dispensedBeat + relativeBeat ;
nextAnimBeat = startBeat + GetAnimLength ( State . Toe ) ;
kicker . kickTimes = ( int ) ( relativeBeat - GetAnimLength ( State . HighKicked ) ) - numHighKicks ;
break ;
}
}
}
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if ( state = = 0 ) //if the for loop didn't set the state, i.e. all the high kicks happen before the point we start at.
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{
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//Debug.Log("Defaulting to kicked state");
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state = State . Kicked ;
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double relativeBeat = currentBeat - dispensedBeat ;
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startBeat = dispensedBeat + ( int ) ( relativeBeat - 0.1 ) ; //this makes the startBeat be for the kick that is currently in progress, but it won't play the kicker's animation for that kick. the -0.1 makes it so that if playback is started right when the kicker kicks, it still plays the kicker's animation.
nextAnimBeat = startBeat + GetAnimLength ( State . Kicked ) ;
kicker . kickTimes = ( int ) ( relativeBeat - 0.1 ) - numHighKicks - 1 ;
}
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Update ( ) ; //make sure the ball is in the right place
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}
public void Kick ( bool player )
{
if ( player )
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SoundByte . PlayOneShotGame ( "spaceSoccer/ballHit" , - 1 , SoundByte . GetPitchFromCents ( UnityEngine . Random . Range ( - 38 , 39 ) , false ) ) ;
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lastSpriteRot = spriteHolder . transform . eulerAngles . z ;
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SetState ( State . Kicked ) ;
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lastKickLeft = kicker . kickLeft ;
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/ * if ( kicker . kickLeft )
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{
kickCurve . transform . localScale = new Vector3 ( - 1 , 1 ) ;
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currentKickPathScale = - 1 ;
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}
else
{
kickCurve . transform . localScale = new Vector3 ( 1 , 1 ) ;
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currentKickPathScale = 1 ;
} * /
//kickCurve.KeyPoints[0].transform.position = holder.transform.position;
//kickPath.positions[0].pos = holder.transform.position;
UpdateLastRealPos ( ) ;
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}
public void HighKick ( )
{
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lastSpriteRot = spriteHolder . transform . eulerAngles . z ;
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SetState ( State . HighKicked ) ;
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//highKickCurve.KeyPoints[0].transform.position = holder.transform.position;
//highKickPath.positions[0].pos = holder.transform.position;
UpdateLastRealPos ( ) ;
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}
public void Toe ( )
{
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lastSpriteRot = spriteHolder . transform . eulerAngles . z ;
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SetState ( State . Toe ) ;
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//toeCurve.KeyPoints[0].transform.position = holder.transform.position;
//toePath.positions[0].pos = holder.transform.position;
UpdateLastRealPos ( ) ;
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if ( lastKickLeft )
{
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//toeCurve.KeyPoints[1].transform.localPosition = new Vector3(5.39f, 0);
toePath . positions [ 1 ] . pos = new Vector3 ( 5.39f , 0 ) ;
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}
else
{
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//toeCurve.KeyPoints[1].transform.localPosition = new Vector3(6.49f, 0);
toePath . positions [ 1 ] . pos = new Vector3 ( 6.49f , 0 ) ;
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}
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}
private void Update ( )
{
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double beat = Conductor . instance . songPositionInBeatsAsDouble ;
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switch ( state ) //handle animations
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{
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case State . None : //the only time any ball should ever have this state is if it's the unused offscreen ball (which is the only reason this state exists)
{
gameObject . SetActive ( false ) ;
break ;
}
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case State . Dispensing :
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{
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float normalizedBeatAnim = Conductor . instance . GetPositionFromBeat ( startBeat , 2.35f ) ;
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//dispenseCurve.KeyPoints[0].transform.position = new Vector3(kicker.transform.GetChild(0).position.x - 6f, kicker.transform.GetChild(0).position.y - 6f);
//dispenseCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.GetChild(0).position.x - 1f, kicker.transform.GetChild(0).position.y - 6f);
//holder.transform.localPosition = dispenseCurve.GetPoint(normalizedBeatAnim);
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holder . transform . localPosition = GetPathPositionFromBeat ( dispensePath , Math . Max ( beat , startBeat ) , out double height , startBeat ) ;
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spriteHolder . transform . eulerAngles = new Vector3 ( 0 , 0 , Mathf . Lerp ( 0f , - 1440f , normalizedBeatAnim ) ) ;
break ;
}
case State . Kicked :
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{
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float normalizedBeatAnim = Conductor . instance . GetPositionFromBeat ( startBeat , 1.5f ) ;
if ( ! lastKickLeft )
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{
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//kickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.GetChild(0).position.x + 0.5f, kicker.transform.GetChild(0).position.y - 6f);
kickPath . positions [ 1 ] . pos = new Vector3 ( 0 , - 6f ) ;
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spriteHolder . transform . eulerAngles = new Vector3 ( 0 , 0 , Mathf . Lerp ( lastSpriteRot , lastSpriteRot - 360f , normalizedBeatAnim ) ) ;
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}
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else
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{
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//kickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.GetChild(0).position.x - 2.5f, kicker.transform.GetChild(0).position.y - 6f);
kickPath . positions [ 1 ] . pos = new Vector3 ( - 2.5f , - 6f ) ;
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spriteHolder . transform . eulerAngles = new Vector3 ( 0 , 0 , Mathf . Lerp ( lastSpriteRot , lastSpriteRot + 360f , normalizedBeatAnim ) ) ;
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}
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//holder.transform.localPosition = kickCurve.GetPoint(normalizedBeatAnim);
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holder . transform . localPosition = GetPathPositionFromBeat ( kickPath , Math . Max ( beat , startBeat ) , out double height , startBeat ) ;
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break ;
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}
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case State . HighKicked :
{
float normalizedBeatAnim = Conductor . instance . GetPositionFromBeat ( startBeat , GetAnimLength ( State . HighKicked ) + 0.3f ) ;
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highKickPath . positions [ 0 ] . duration = GetAnimLength ( State . HighKicked ) + 0.3f ;
//highKickCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.GetChild(0).position.x - 3.5f, kicker.transform.GetChild(0).position.y - 6f);
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//holder.transform.localPosition = highKickCurve.GetPoint(normalizedBeatAnim);
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holder . transform . localPosition = GetPathPositionFromBeat ( highKickPath , Math . Max ( beat , startBeat ) , out double height , startBeat ) ;
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spriteHolder . transform . eulerAngles = new Vector3 ( 0 , 0 , Mathf . Lerp ( lastSpriteRot , lastSpriteRot + 360f , normalizedBeatAnim ) ) ;
break ;
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}
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case State . Toe :
{
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//float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, GetAnimLength(State.Toe) + 0.35f);
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toePath . positions [ 0 ] . duration = GetAnimLength ( State . Toe ) + 0.35f ;
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if ( ! lastKickLeft )
{
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//toeCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.GetChild(0).position.x + 0.5f, kicker.transform.GetChild(0).position.y - 6f);
toePath . positions [ 1 ] . pos = new Vector3 ( - 1.5f , - 6f ) ;
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}
else
{
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//toeCurve.KeyPoints[1].transform.position = new Vector3(kicker.transform.GetChild(0).position.x - 1.0f, kicker.transform.GetChild(0).position.y - 6f);
toePath . positions [ 1 ] . pos = new Vector3 ( - 0.5f , - 6f ) ;
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}
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//holder.transform.localPosition = toeCurve.GetPoint(normalizedBeatAnim);
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holder . transform . localPosition = GetPathPositionFromBeat ( toePath , Math . Max ( beat , startBeat ) , out double height , startBeat ) ;
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break ;
}
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}
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holder . transform . position = new Vector3 ( holder . transform . position . x , holder . transform . position . y , kicker . transform . GetChild ( 0 ) . position . z ) ;
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}
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private void SetState ( State newState )
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{
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state = newState ;
startBeat = nextAnimBeat ;
nextAnimBeat + = GetAnimLength ( newState ) ;
}
public float GetAnimLength ( State anim )
{
switch ( anim )
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{
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case State . Dispensing :
return 2f ;
case State . Kicked :
return 1f ;
case State . HighKicked :
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return 2f - highKickSwing ;
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case State . Toe :
return 2f - ( 1f - highKickSwing ) ;
default :
Debug . LogError ( "Ball has invalid state. State number: " + ( int ) anim ) ;
return 0f ;
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}
}
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}
}