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BTSDS: Fine tuning for block animation timing.
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2 changed files with 7 additions and 4 deletions
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@ -24,7 +24,7 @@ namespace RhythmHeavenMania.Games.BuiltToScaleDS
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{
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if (!moving) return;
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var windupBeat = createBeat + (createLength * 3.5f);
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var windupBeat = createBeat + (createLength * 4f);
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var hitBeat = windupBeat + createLength;
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var currentBeat = Conductor.instance.songPositionInBeats;
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@ -74,7 +74,7 @@ namespace RhythmHeavenMania.Games.BuiltToScaleDS
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var ev = blockEvents[i];
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if (spawnedBlockEvents.Contains(ev)) continue; // Don't spawn the same blocks multiple times.
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var spawnBeat = ev.beat - (ev.length * 0.5f);
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var spawnBeat = ev.beat - ev.length;
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if (currentBeat > spawnBeat && currentBeat < ev.beat + ev.length)
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{
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SpawnBlocks(spawnBeat, ev.length);
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@ -125,18 +125,21 @@ namespace RhythmHeavenMania.Games.BuiltToScaleDS
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const int blockFramesPerSecond = 24;
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const int blockHitFrame = 39;
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const int blockTotalFrames = 80;
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const int spawnFrameOffset = -3;
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List<int> criticalFrames = new List<int> { 7, 15, 23, 31, 39, 47 };
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public void SetBlockTime(Blocks blocks, float spawnBeat, float length)
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{
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float spawnTimeOffset = (float)spawnFrameOffset / (float)blockFramesPerSecond;
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float secondsPerFrame = 1f / blockFramesPerSecond;
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float secondsToHitFrame = secondsPerFrame * blockHitFrame;
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float secondsPerBeat = Conductor.instance.secPerBeat;
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float secondsToHitBeat = secondsPerBeat * 4.5f * length;
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float secondsToHitBeat = secondsPerBeat * 5f * length + spawnTimeOffset;
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float speedMult = secondsToHitFrame / secondsToHitBeat;
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float secondsPastSpawnTime = secondsPerBeat * (Conductor.instance.songPositionInBeats - spawnBeat);
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float secondsPastSpawnTime = secondsPerBeat * (Conductor.instance.songPositionInBeats - spawnBeat) + spawnTimeOffset;
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float framesPastSpawnTime = blockFramesPerSecond * speedMult * secondsPastSpawnTime;
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// The only way I could deal with Unity's interpolation shenanigans without having a stroke.
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