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using DG.Tweening ;
using NaughtyBezierCurves ;
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using HeavenStudio.Util ;
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using HeavenStudio.InputSystem ;
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using System ;
using System.Collections.Generic ;
using UnityEngine ;
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namespace HeavenStudio.Games.Loaders
{
using static Minigames ;
public static class CtrBearLoader
{
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public static Minigame AddGame ( EventCaller eventCaller )
{
return new Minigame ( "blueBear" , "Blue Bear" , "b4e6f6" , "e7e7e7" , "bf9d34" , false , false , new List < GameAction > ( )
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{
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new GameAction ( "donut" , "Donut" )
{
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preFunction = delegate { BlueBear . TreatSound ( eventCaller . currentEntity . beat , false ) ; } ,
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function = delegate { BlueBear . instance . SpawnTreat ( eventCaller . currentEntity . beat , false , eventCaller . currentEntity . beat , eventCaller . currentEntity [ "long" ] , eventCaller . currentEntity [ "open" ] ) ; } ,
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defaultLength = 3 ,
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parameters = new ( )
{
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new ( "long" , false , "Mouth Hold" , "Toggle if Beary should keep his mouth and neck extended after catching the treat." ) ,
new ( "open" , true , "Open Mouth" , "Toggle if Beary should open his mouth in preparation for the treat." )
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}
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} ,
new GameAction ( "cake" , "Cake" )
{
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preFunction = delegate { BlueBear . TreatSound ( eventCaller . currentEntity . beat , true ) ; } ,
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function = delegate { BlueBear . instance . SpawnTreat ( eventCaller . currentEntity . beat , true , eventCaller . currentEntity . beat , eventCaller . currentEntity [ "long" ] , eventCaller . currentEntity [ "open" ] ) ; } ,
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defaultLength = 4 ,
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parameters = new ( )
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{
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new ( "long" , false , "Mouth Hold" , "Toggle if Beary should keep his mouth and neck extended after catching the treat." ) ,
new ( "open" , true , "Open Mouth" , "Toggle if Beary should open his mouth in preparation for the treat." )
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}
} ,
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new GameAction ( "stretchEmotion" , "Emotion" )
{
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function = delegate { var e = eventCaller . currentEntity ; if ( e [ "instant" ] | | e [ "type" ] = = ( int ) BlueBear . EmotionStretchType . NoEmotion ) BlueBear . instance . SetEmotion ( e . beat , e [ "type" ] ) ; } ,
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defaultLength = 4 ,
resizable = true ,
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parameters = new List < Param > ( )
{
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new Param ( "type" , BlueBear . EmotionStretchType . NoEmotion , "Emotion" , "Set the emotion animation Beary should play." , new ( )
{
new ( ( x , _ ) = > ( int ) x ! = ( int ) BlueBear . EmotionStretchType . NoEmotion , new string [ ] { "instant" } )
} ) ,
new Param ( "instant" , false , "Instant" , "Toggle if the emotion should jump to it's end state. Making \"LookUp\" instant will cause Beary to keep his head down." ) ,
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}
} ,
new GameAction ( "wind" , "Wind" )
{
function = delegate { BlueBear . instance . Wind ( ) ; } ,
defaultLength = 0.5f
} ,
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new GameAction ( "sigh" , "Sigh" )
{
function = delegate { BlueBear . instance . Sigh ( ) ; } ,
defaultLength = 0.5f
} ,
new GameAction ( "open" , "Open Mouth" )
{
function = delegate { BlueBear . instance . OpenMouth ( ) ; } ,
defaultLength = 0.5f
} ,
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new GameAction ( "story" , "Memory Drawing" )
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{
defaultLength = 4 ,
parameters = new List < Param > ( )
{
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new Param ( "story" , BlueBear . StoryType . Date , "Memory" , "Set the memory that should appear." ) ,
new Param ( "enter" , true , "Enter" , "Toggle if the memory should enter or exit the scene." )
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} ,
resizable = true
} ,
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new GameAction ( "crumb" , "Set Crumb Thresholds" )
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{
function = delegate { var e = eventCaller . currentEntity ; BlueBear . instance . SetCrumbThreshold ( e [ "right" ] , e [ "left" ] , e [ "reset" ] ) ; } ,
defaultLength = 0.5f ,
parameters = new List < Param > ( )
{
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new Param ( "right" , new EntityTypes . Integer ( 0 , 500 , 15 ) , "Right Crumb" , "Set how many treats Beary needs to eat for the right crumb to appear." ) ,
new Param ( "left" , new EntityTypes . Integer ( 0 , 500 , 30 ) , "Left Crumb" , "Set how many treats Beary needs to eat for the left crumb to appear." ) ,
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new Param ( "reset" , false , "Reset Treats Eaten" , "Toggle if the current number of treats eaten (and crumbs) should be reset." )
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}
}
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} ,
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new List < string > ( ) { "ctr" , "normal" } ,
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"ctrbear" , "en" ,
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new List < string > ( ) { }
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) ;
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}
}
}
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namespace HeavenStudio.Games
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{
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using Jukebox ;
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using Scripts_BlueBear ;
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public class BlueBear : Minigame
{
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public enum EmotionStretchType
{
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NoEmotion = - 1 ,
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LookUp = 0 ,
Smile = 1 ,
StartCrying = 2 ,
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ClosedEyes = 3 ,
SmileInstant = 4 ,
CryingInstant
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}
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public static bool IsInstantEmotion ( int emotion )
{
return emotion is ( int ) EmotionStretchType . NoEmotion or ( int ) EmotionStretchType . ClosedEyes or ( int ) EmotionStretchType . SmileInstant or ( int ) EmotionStretchType . CryingInstant ;
}
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public enum StoryType
{
Date ,
Gift ,
Girl ,
Eat ,
BreakUp
}
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[Header("Animators")]
public Animator headAndBodyAnim ; // Head and body
public Animator bagsAnim ; // Both bags sprite
public Animator donutBagAnim ; // Individual donut bag
public Animator cakeBagAnim ; // Individual cake bag
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[SerializeField] Animator windAnim ;
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[Header("References")]
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[SerializeField] GameObject leftCrumb ;
[SerializeField] GameObject rightCrumb ;
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[SerializeField] private Animator _storyAnim ;
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public GameObject donutBase ;
public GameObject cakeBase ;
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public GameObject crumbsBase ;
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public Transform foodHolder ;
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public Transform crumbsHolder ;
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public GameObject individualBagHolder ;
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[Header("Variables")]
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private int rightCrumbAppearThreshold = 15 ;
private int leftCrumbAppearThreshold = 30 ;
private int eatenTreats = 0 ;
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bool crying ;
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private List < RiqEntity > _allStoryEvents = new ( ) ;
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[SerializeField] private SuperCurveObject . Path [ ] _treatCurves ;
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[Header("Gradients")]
public Gradient donutGradient ;
public Gradient cakeGradient ;
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private bool squashing ;
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[NonSerialized] public int shouldOpenMouthCount = 0 ;
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public static BlueBear instance ;
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const int IALeft = 0 ;
const int IARight = 1 ;
protected static bool IA_PadLeft ( out double dt )
{
return PlayerInput . GetPadDown ( InputController . ActionsPad . Up , out dt )
| | PlayerInput . GetPadDown ( InputController . ActionsPad . Down , out dt )
| | PlayerInput . GetPadDown ( InputController . ActionsPad . Left , out dt )
| | PlayerInput . GetPadDown ( InputController . ActionsPad . Right , out dt ) ;
}
protected static bool IA_BatonLeft ( out double dt )
{
return PlayerInput . GetBatonDown ( InputController . ActionsBaton . West , out dt ) ;
}
protected static bool IA_TouchLeft ( out double dt )
{
bool want = PlayerInput . GetTouchDown ( InputController . ActionsTouch . Left , out dt ) ;
bool simul = false ;
// if (!want)
// {
// simul = PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
// && instance.IsExpectingInputNow(InputAction_Left.inputLockCategory)
// && instance.IsExpectingInputNow(InputAction_Right.inputLockCategory);
// }
return want | | simul ;
}
protected static bool IA_PadRight ( out double dt )
{
return PlayerInput . GetPadDown ( InputController . ActionsPad . East , out dt ) ;
}
protected static bool IA_BatonRight ( out double dt )
{
return PlayerInput . GetBatonDown ( InputController . ActionsBaton . East , out dt ) ;
}
protected static bool IA_TouchRight ( out double dt )
{
bool want = PlayerInput . GetTouchDown ( InputController . ActionsTouch . Right , out dt ) ;
bool simul = false ;
// if (!want)
// {
// simul = PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
// && instance.IsExpectingInputNow(InputAction_Right.inputLockCategory)
// && instance.IsExpectingInputNow(InputAction_Left.inputLockCategory);
// }
return want | | simul ;
}
public static PlayerInput . InputAction InputAction_Left =
new ( "CtrBearLeft" , new int [ ] { IALeft , IALeft , IALeft } ,
IA_PadLeft , IA_TouchLeft , IA_BatonLeft ) ;
public static PlayerInput . InputAction InputAction_Right =
new ( "CtrBearRight" , new int [ ] { IARight , IARight , IARight } ,
IA_PadRight , IA_TouchRight , IA_BatonRight ) ;
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// Editor gizmo to draw trajectories
new void OnDrawGizmos ( )
{
base . OnDrawGizmos ( ) ;
foreach ( SuperCurveObject . Path path in _treatCurves )
{
if ( path . preview )
{
donutBase . GetComponent < SuperCurveObject > ( ) . DrawEditorGizmo ( path ) ;
}
}
}
public SuperCurveObject . Path GetPath ( string name )
{
foreach ( SuperCurveObject . Path path in _treatCurves )
{
if ( path . name = = name )
{
return path ;
}
}
return default ( SuperCurveObject . Path ) ;
}
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private void Awake ( )
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{
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instance = this ;
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_allStoryEvents = EventCaller . GetAllInGameManagerList ( "blueBear" , new string [ ] { "story" } ) ;
UpdateStory ( ) ;
}
private int _storyIndex = 0 ;
private void UpdateStory ( )
{
var cond = Conductor . instance ;
if ( _storyIndex > = _allStoryEvents . Count ) return ;
var currentStory = _allStoryEvents [ _storyIndex ] ;
if ( cond . songPositionInBeatsAsDouble > = currentStory . beat + currentStory . length & & _storyIndex + 1 ! = _allStoryEvents . Count )
{
_storyIndex + + ;
UpdateStory ( ) ;
return ;
}
float normalizedBeat = Mathf . Clamp01 ( cond . GetPositionFromBeat ( currentStory . beat , currentStory . length ) ) ;
bool enter = currentStory [ "enter" ] ;
switch ( currentStory [ "story" ] )
{
case ( int ) StoryType . Date :
_storyAnim . DoNormalizedAnimation ( enter ? "Flashback0" : "Flashback0Exit" , normalizedBeat ) ;
break ;
case ( int ) StoryType . Gift :
_storyAnim . DoNormalizedAnimation ( enter ? "Flashback1" : "Flashback1Exit" , normalizedBeat ) ;
break ;
case ( int ) StoryType . Girl :
_storyAnim . DoNormalizedAnimation ( enter ? "Flashback2" : "Flashback2Exit" , normalizedBeat ) ;
break ;
case ( int ) StoryType . Eat :
_storyAnim . DoNormalizedAnimation ( enter ? "Flashback3" : "Flashback3Exit" , normalizedBeat ) ;
break ;
default :
_storyAnim . DoNormalizedAnimation ( enter ? "Breakup" : "BreakupExit" , normalizedBeat ) ;
break ;
}
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}
private void Update ( )
{
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headAndBodyAnim . SetBool ( "ShouldOpenMouth" , shouldOpenMouthCount ! = 0 | | _wantMouthOpen ) ;
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if ( headAndBodyAnim . GetBool ( "ShouldOpenMouth" ) )
{
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_emotionCancelledBeat = Conductor . instance . songPositionInBeatsAsDouble ;
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}
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if ( PlayerInput . GetIsAction ( InputAction_Left ) & & ! IsExpectingInputNow ( InputAction_Left . inputLockCategory ) )
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{
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SoundByte . PlayOneShotGame ( "blueBear/whiff" , - 1 , SoundByte . GetPitchFromSemiTones ( UnityEngine . Random . Range ( - 1 , 2 ) , false ) ) ;
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Bite ( Conductor . instance . songPositionInBeatsAsDouble , true , false ) ;
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}
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else if ( PlayerInput . GetIsAction ( InputAction_Right ) & & ! IsExpectingInputNow ( InputAction_Right . inputLockCategory ) )
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{
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SoundByte . PlayOneShotGame ( "blueBear/whiff" , - 1 , SoundByte . GetPitchFromSemiTones ( UnityEngine . Random . Range ( - 1 , 2 ) , false ) ) ;
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Bite ( Conductor . instance . songPositionInBeatsAsDouble , false , false ) ;
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}
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UpdateEmotions ( ) ;
UpdateStory ( ) ;
headAndBodyAnim . SetScaledAnimationSpeed ( ) ;
bagsAnim . SetScaledAnimationSpeed ( ) ;
cakeBagAnim . SetScaledAnimationSpeed ( ) ;
donutBagAnim . SetScaledAnimationSpeed ( ) ;
windAnim . SetScaledAnimationSpeed ( ) ;
}
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private double _emotionCancelledBeat = - 1 ;
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private int _emotionIndex = 0 ;
private List < RiqEntity > _allEmotionsStretch = new ( ) ;
private EmotionStretchType _lastEmotion = EmotionStretchType . LookUp ;
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private bool _firstEmotionFrame = true ;
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private void UpdateEmotions ( )
{
var cond = Conductor . instance ;
if ( _allEmotionsStretch . Count = = 0 | | _emotionIndex > = _allEmotionsStretch . Count ) return ;
var beat = cond . songPositionInBeatsAsDouble ;
var e = _allEmotionsStretch [ _emotionIndex ] ;
if ( beat > e . beat + e . length )
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{
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_emotionIndex + + ;
_lastEmotion = ( EmotionStretchType ) _allEmotionsStretch [ _emotionIndex - 1 ] [ "type" ] ;
crying = _lastEmotion = = EmotionStretchType . StartCrying ;
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_firstEmotionFrame = true ;
if ( _lastEmotion = = EmotionStretchType . Smile )
{
headAndBodyAnim . DoScaledAnimationAsync ( "StopSmile" , 0.5f ) ;
}
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UpdateEmotions ( ) ;
return ;
}
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if ( beat > = e . beat & & beat < e . beat + e . length & & ! ( _emotionCancelledBeat > = e . beat ) )
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{
_lastEmotion = ( EmotionStretchType ) e [ "type" ] ;
crying = _lastEmotion = = EmotionStretchType . StartCrying ;
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if ( _firstEmotionFrame & & _lastEmotion = = EmotionStretchType . Smile )
{
headAndBodyAnim . DoScaledAnimationAsync ( "Smile" , 0.5f ) ;
_firstEmotionFrame = false ;
}
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float normalizedBeat = cond . GetPositionFromBeat ( e . beat , e . length ) ;
string animName = ( EmotionStretchType ) e [ "type" ] switch
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{
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EmotionStretchType . LookUp = > "OpenEyes" ,
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EmotionStretchType . Smile = > "" ,
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EmotionStretchType . StartCrying = > "Sad" ,
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EmotionStretchType . NoEmotion = > "" ,
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_ = > throw new NotImplementedException ( ) ,
} ;
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if ( animName ! = "" ) headAndBodyAnim . DoNormalizedAnimation ( animName , normalizedBeat ) ;
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}
}
private void HandleEmotions ( double beat )
{
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_allEmotionsStretch = EventCaller . GetAllInGameManagerList ( "blueBear" , new string [ ] { "stretchEmotion" } ) . FindAll ( x = > ! IsInstantEmotion ( x [ "type" ] ) ) ;
if ( _allEmotionsStretch . Count ! = 0 )
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{
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UpdateEmotions ( ) ;
var allEmosBeforeBeat = _allEmotionsStretch . FindAll ( x = > x . beat < beat ) ;
if ( allEmosBeforeBeat . Count ! = 0 )
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{
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if ( ( EmotionStretchType ) allEmosBeforeBeat [ ^ 1 ] [ "type" ] = = EmotionStretchType . StartCrying )
{
headAndBodyAnim . DoScaledAnimationAsync ( "CryIdle" , 0.5f ) ;
}
else if ( ( EmotionStretchType ) allEmosBeforeBeat [ ^ 1 ] [ "type" ] = = EmotionStretchType . Smile )
{
headAndBodyAnim . DoScaledAnimationAsync ( "SmileIdle" , 0.5f ) ;
}
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}
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}
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var allSetEmotionsBeforeBeat = EventCaller . GetAllInGameManagerList ( "blueBear" , new string [ ] { "stretchEmotion" } ) . FindAll ( x = > IsInstantEmotion ( x [ "type" ] ) & & x . beat < beat ) ;
if ( allSetEmotionsBeforeBeat . Count = = 0 ) return ;
var lastEvent = allSetEmotionsBeforeBeat [ ^ 1 ] ;
SetEmotion ( lastEvent . beat , lastEvent [ "type" ] ) ;
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}
public override void OnPlay ( double beat )
{
HandleTreatsOnStart ( beat ) ;
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HandleEmotions ( beat ) ;
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HandleCrumbs ( beat ) ;
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}
public override void OnGameSwitch ( double beat )
{
HandleTreatsOnStart ( beat ) ;
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HandleEmotions ( beat ) ;
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HandleCrumbs ( beat ) ;
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}
private void HandleTreatsOnStart ( double gameswitchBeat )
{
var allTreatEvents = EventCaller . GetAllInGameManagerList ( "blueBear" , new string [ ] { "donut" , "cake" } ) ;
foreach ( var e in allTreatEvents )
{
if ( e . beat + e . length - 1 > gameswitchBeat & & e . beat < gameswitchBeat )
{
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SpawnTreat ( e . beat , e . datamodel = = "blueBear/cake" , gameswitchBeat , e [ "long" ] , e [ "open" ] ) ;
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}
}
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}
public void Wind ( )
{
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windAnim . DoScaledAnimationAsync ( "Wind" , 0.5f ) ;
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}
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public void Sigh ( )
{
headAndBodyAnim . DoScaledAnimationAsync ( "Sigh" , 0.5f ) ;
}
public void OpenMouth ( )
{
_wantMouthOpen = true ;
}
public void Bite ( double beat , bool left , bool longBite )
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{
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_emotionCancelledBeat = beat ;
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_wantMouthOpen = false ;
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if ( crying )
{
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headAndBodyAnim . DoScaledAnimationAsync ( ( longBite ? "Long" : "" ) + ( left ? "CryBiteL" : "CryBiteR" ) , 0.5f ) ;
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}
else
{
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headAndBodyAnim . DoScaledAnimationAsync ( ( longBite ? "Long" : "" ) + ( left ? "BiteL" : "BiteR" ) , 0.5f ) ;
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}
}
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private void HandleCrumbs ( double beat )
{
var allEventsBeforeBeat = EventCaller . GetAllInGameManagerList ( "blueBear" , new string [ ] { "crumb" } ) . FindAll ( x = > x . beat < beat ) ;
if ( allEventsBeforeBeat . Count = = 0 ) return ;
var lastCrumbEvent = allEventsBeforeBeat [ ^ 1 ] ;
SetCrumbThreshold ( lastCrumbEvent [ "right" ] , lastCrumbEvent [ "left" ] , lastCrumbEvent [ "reset" ] ) ;
EatTreat ( false ) ;
}
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public void SetCrumbThreshold ( int rightThreshold , int leftThreshold , bool reset )
{
rightCrumbAppearThreshold = rightThreshold ;
leftCrumbAppearThreshold = leftThreshold ;
if ( reset ) eatenTreats = 0 ;
}
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public void EatTreat ( bool appendTreats = true )
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{
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if ( appendTreats ) eatenTreats + + ;
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if ( eatenTreats > = leftCrumbAppearThreshold )
{
leftCrumb . SetActive ( true ) ;
}
else
{
leftCrumb . SetActive ( false ) ;
}
if ( eatenTreats > = rightCrumbAppearThreshold )
{
rightCrumb . SetActive ( true ) ;
}
else
{
rightCrumb . SetActive ( false ) ;
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}
}
private void LateUpdate ( )
{
if ( squashing )
{
var dState = donutBagAnim . GetCurrentAnimatorStateInfo ( 0 ) ;
var cState = cakeBagAnim . GetCurrentAnimatorStateInfo ( 0 ) ;
bool noDonutSquash = dState . IsName ( "DonutIdle" ) ;
bool noCakeSquash = cState . IsName ( "CakeIdle" ) ;
if ( noDonutSquash & & noCakeSquash )
{
squashing = false ;
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bagsAnim . DoScaledAnimationAsync ( "Idle" , 0.5f ) ;
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}
}
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}
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private bool _wantMouthOpen = false ;
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public void SetEmotion ( double beat , int emotion )
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{
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_emotionCancelledBeat = beat ;
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_wantMouthOpen = false ;
crying = false ;
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switch ( emotion )
{
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case ( int ) EmotionStretchType . NoEmotion :
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headAndBodyAnim . DoScaledAnimationAsync ( "Idle" , 0.5f ) ;
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break ;
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case ( int ) EmotionStretchType . ClosedEyes :
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headAndBodyAnim . DoScaledAnimationAsync ( "EyesClosed" , 0.5f ) ;
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break ;
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case ( int ) EmotionStretchType . CryingInstant :
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headAndBodyAnim . DoScaledAnimationAsync ( "CryIdle" , 0.5f ) ;
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crying = true ;
break ;
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case ( int ) EmotionStretchType . SmileInstant :
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headAndBodyAnim . DoScaledAnimationAsync ( "SmileIdle" , 0.5f ) ;
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break ;
default :
break ;
}
}
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public void SpawnTreat ( double beat , bool isCake , double gameSwitchBeat , bool longBite , bool shouldOpen )
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{
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var objectToSpawn = isCake ? cakeBase : donutBase ;
var newTreat = GameObject . Instantiate ( objectToSpawn , foodHolder ) ;
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var treatComp = newTreat . GetComponent < Treat > ( ) ;
treatComp . startBeat = beat ;
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treatComp . hold = longBite ;
treatComp . shouldOpen = shouldOpen ;
if ( shouldOpen ) shouldOpenMouthCount + + ;
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newTreat . SetActive ( true ) ;
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if ( beat > = gameSwitchBeat ) SquashBag ( isCake ) ;
}
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public static void TreatSound ( double beat , bool isCake )
{
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// Debug.Log("Playing Treat Sound on beat " + beat);
SoundByte . PlayOneShotGame ( isCake ? "blueBear/cake" : "blueBear/donut" , beat , forcePlay : true ) ;
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}
public void SquashBag ( bool isCake )
{
squashing = true ;
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bagsAnim . DoScaledAnimationAsync ( "Squashing" , 0.5f ) ;
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individualBagHolder . SetActive ( true ) ;
if ( isCake )
{
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cakeBagAnim . DoScaledAnimationAsync ( "CakeSquash" , 0.5f ) ;
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}
else
{
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donutBagAnim . DoScaledAnimationAsync ( "DonutSquash" , 0.5f ) ;
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}
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}
}
}