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Rally: Ball tweaks
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parent
589db0f4e2
commit
2480feef5e
3 changed files with 11 additions and 3 deletions
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@ -280,7 +280,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!4 &4959957736091286558
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--- !u!4 &4959957736091286558
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Transform:
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Transform:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -93,6 +93,8 @@ namespace RhythmHeavenMania.Games.RhythmRally
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whistleBeat = game.targetBeat + 0.5f;
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whistleBeat = game.targetBeat + 0.5f;
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}
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}
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game.ball.SetActive(false);
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MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Whistle", whistleBeat) });
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MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Whistle", whistleBeat) });
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}
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}
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@ -155,7 +155,7 @@ namespace RhythmHeavenMania.Games.RhythmRally
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curveHeight = 3f;
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curveHeight = 3f;
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curveToUse.transform.localScale = new Vector3(1f, curveHeight, 1f);
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curveToUse.transform.localScale = new Vector3(1f, curveHeight, 1f);
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ball.transform.position = curveToUse.GetPoint(Mathf.Clamp(curvePosition, 0, 1));
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ball.transform.position = curveToUse.GetPoint(Mathf.Max(0, curvePosition));
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}
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}
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else
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else
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{
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{
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@ -261,6 +261,9 @@ namespace RhythmHeavenMania.Games.RhythmRally
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public void Serve(float beat, RallySpeed speed)
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public void Serve(float beat, RallySpeed speed)
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{
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{
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if (!ball.activeSelf)
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ball.SetActive(true);
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served = true;
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served = true;
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missed = false;
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missed = false;
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started = true;
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started = true;
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@ -308,6 +311,9 @@ namespace RhythmHeavenMania.Games.RhythmRally
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opponentAnim.Play("Ready1");
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opponentAnim.Play("Ready1");
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}
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}
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if (!ball.activeSelf)
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ball.SetActive(true);
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StartCoroutine(TossTrailCo());
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StartCoroutine(TossTrailCo());
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}
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}
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@ -337,7 +343,7 @@ namespace RhythmHeavenMania.Games.RhythmRally
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{
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{
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playerAnim.Play("Pose", 0, 0);
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playerAnim.Play("Pose", 0, 0);
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opponentAnim.Play("Pose", 0, 0);
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opponentAnim.Play("Pose", 0, 0);
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ball.gameObject.SetActive(false); // temporary solution, should realistically just fall down
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ball.SetActive(false); // temporary solution, should realistically just fall down
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inPose = true;
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inPose = true;
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}
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}
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