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add "updater" for the old marching entity
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1 changed files with 14 additions and 7 deletions
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@ -41,6 +41,8 @@ namespace HeavenStudio.Games.Loaders
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}
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}
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entity.CreateProperty("direction", entity["type"]);
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entity.CreateProperty("direction", entity["type"]);
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entity.CreateProperty("point", false);
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entity.CreateProperty("point", false);
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// don't actually need to do this here
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//entity.version = 1;
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entity.dynamicData.Remove("type");
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entity.dynamicData.Remove("type");
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entity.dynamicData.Remove("type2");
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entity.dynamicData.Remove("type2");
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@ -50,6 +52,17 @@ namespace HeavenStudio.Games.Loaders
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}
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}
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RiqBeatmap.OnUpdateEntity += FaceTurnUpdater;
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RiqBeatmap.OnUpdateEntity += FaceTurnUpdater;
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RiqEntity MarchUpdater(string datamodel, RiqEntity entity)
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{
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if (datamodel == "marchingOrders/marching")
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{
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entity.beat = double.NaN;
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return entity;
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}
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return null;
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}
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RiqBeatmap.OnUpdateEntity += MarchUpdater;
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return new Minigame("marchingOrders", "Marching Orders", "ffb108", false, false, new List<GameAction>()
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return new Minigame("marchingOrders", "Marching Orders", "ffb108", false, false, new List<GameAction>()
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{
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{
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new GameAction("bop", "Bop")
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new GameAction("bop", "Bop")
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@ -163,13 +176,7 @@ namespace HeavenStudio.Games.Loaders
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// hidden in the editor but here cuz backwards compatibility
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// hidden in the editor but here cuz backwards compatibility
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new GameAction("marching", "Start Marching (old)")
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new GameAction("marching", "Start Marching (old)")
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{
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{
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hidden = false,
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hidden = true,
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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MarchingOrders.instance.ForceMarching(e.beat, e.length);
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},
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preFunctionLength = 0.2f,
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resizable = true,
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},
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},
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new GameAction("face turn", "Direction to Turn (old)")
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new GameAction("face turn", "Direction to Turn (old)")
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{
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{
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