mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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Miscellaneous Tweaks + New Scroll Script (#350)
* meat grinder prefab + sprite cutting/naming done + icon
title :)
* Boss Bop, Miss, & Signal Anims
can you read
* Boss Call Anim
self-explanatory
* fix the z axis + new sprite
still working on getting those bops working. they're a bit weird (not the anim itself)
* Restored Meat Grinder Animations
i have no idea what just happened with github but the animations are back
* All Tack Animations Complete
just missing the meat anims
* Literally two lines changed
skull emoji (forgot to set the light meat for the miss anim to inactive by default)
* Meat Grinder Anims (should be) Done
Added the Meat Hit anims
* goodnight
* bopping every beat
* tons of sfx
* meat calls with their corresponding sfx/animations have been added
* prefunctions...
* inputs + sfx + prefunction
making swift progress here :)
* little commit
more cues and animation stuff so that i can have new animations
* Meat Toss Anims
also fixed up some of tack's hit anims to make the smear more consistent
* night night
* moved all the meat stuff to a new script
-this should help with instantiating the meat
* animations are a bit more comprehensive
* man, barelies are way easier than i thought they were gonna be
* instantiating works now
committing to work on my pc instead of my laptop
but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do...
* Boss Animation Tweaks
Adjusted Boss' bop and miss animations
* woohoo animation!
hi sean this is for u. tell me anything to tweak :)
* Quick Meat Toss Anim Fix
Prevents meat from playing the toss animation twice
* meat hit animation works!
sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that
also just general improvements + framework for different meats
* it's done! or at least out of wip!
* you can select which meat type is tossed (defaults to random)
* ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.)
* overall just optimized code
* removed WIP from game name
* a few touch-ups
* change all sfx to ogg
-also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue
* fixed boss not bopping a beat after a signal
-a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be)
* i have stashed changes :P
* new bg + remove references
title
* boss weird bopping fixed + game switches fixed
* final touch-ups
* random things just broke
* for whatever reason animation controller for boss got reverted, breaking an animation
* and we forgot to merge two spritesheets instead of just replacing one with the other. oops
* sfx volume lowerd
* ok cool commit time
* added superscroll (MADE BY STARPELLY)
* fixed dog ninja backwards compatibility
* fixed meat grinder's startinterval need
* added d pad controls to dog ninja and meat grinder
* oops forgot to add dpad for dog ninja
* remove d-pad from meat grinder 😢
---------
Co-authored-by: Seanski2 <seanbenedit@gmail.com>
This commit is contained in:
parent
a9b2d254a7
commit
3a84c7c9bd
8 changed files with 128 additions and 47 deletions
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66
Assets/Scripts/Common/SuperScroll.cs
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66
Assets/Scripts/Common/SuperScroll.cs
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@ -0,0 +1,66 @@
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using UnityEngine;
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namespace HeavenStudio.Common
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{
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public class SuperScroll : MonoBehaviour
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{
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#region Private
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[SerializeField]
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private Renderer _renderer;
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[SerializeField]
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private Sprite _sprite;
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#endregion
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#region Public
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public float NormalizedX = 0.0f;
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public float NormalizedY = 0.0f;
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public Vector2 Normalized { get { return new Vector2(NormalizedX, NormalizedY); } set { NormalizedX = value.x; NormalizedY = value.y; } }
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public float TileX = 1.0f;
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public float TileY = 1.0f;
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public Vector2 Tile { get { return new Vector2(TileX, TileY); } set { TileX = value.x; TileY = value.y; } }
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public Material Material => _renderer.material;
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#endregion
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#region MonoBehaviour
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private void Start()
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{
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_renderer.material = new Material(Shader.Find("Unlit/Transparent"));
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var spriteRect = _sprite.rect;
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var tex = CropTexture(_sprite.texture, new Rect(spriteRect.x, spriteRect.y, spriteRect.width, spriteRect .height));
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tex.wrapMode = TextureWrapMode.Repeat;
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Material.mainTexture = tex;
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}
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public void LateUpdate()
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{
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_renderer.material.mainTextureScale = Tile;
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_renderer.material.mainTextureOffset = new Vector2(NormalizedX, -NormalizedY) * Tile;
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}
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#endregion
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#region Custom
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private Texture2D CropTexture(Texture2D original, Rect rect)
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{
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var colors = original.GetPixels((int)rect.x, (int)rect.y, (int)rect.width, (int)rect.height);
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var newTex = new Texture2D((int)rect.width - (int)rect.x, (int)rect.height - (int)rect.y);
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newTex.SetPixels(colors);
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newTex.Apply();
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return newTex;
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}
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#endregion
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}
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}
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11
Assets/Scripts/Common/SuperScroll.cs.meta
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11
Assets/Scripts/Common/SuperScroll.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 0479575deb5a235418550268de76edaa
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -12,7 +12,7 @@ namespace HeavenStudio.Games.Loaders
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// minigame menu items
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("catchyTune", "Catchy Tune", "00b3ff", false, false, new List<GameAction>()
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return new Minigame("catchyTune", "Catchy Tune", "f2f2f2", false, false, new List<GameAction>()
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{
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new GameAction("orange", "Orange")
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{
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@ -78,7 +78,7 @@ namespace HeavenStudio.Games.Loaders
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},
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new GameAction("ThrowObjectBoth", "Throw Object Both")
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{
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function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.ThrowBothObject(e.beat, e["typeL"], e["typeR"]); },
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function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.ThrowObject(e.beat, 2, e["typeL"], e["typeR"]); },
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defaultLength = 2,
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hidden = true,
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parameters = new List<Param>()
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@ -186,7 +186,7 @@ namespace HeavenStudio.Games
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DogAnim.SetBool("needPrepare", true);
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}
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if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
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if (PlayerInput.Pressed(true) && !IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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System.Random rd = new System.Random();
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string slice;
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@ -224,7 +224,7 @@ namespace HeavenStudio.Games
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|| ((typeL == 0 || typeR == 0) && direction == 2)) {
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// random object code. it makes a random number from 1-6 and sets that as the sprite
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System.Random rd = new System.Random();
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ObjSprite = rd.Next(1, 6);
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ObjSprite = rd.Next(1, 7);
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WhichObject.sprite = ObjectTypes[ObjSprite];
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typeL = ObjSprite;
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typeR = ObjSprite;
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@ -257,8 +257,8 @@ namespace HeavenStudio.Games
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// only here for backwards compatibility
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public void ThrowBothObject(float beat, int ObjType1, int ObjType2)
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{
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ThrowObject(beat, 0, ObjType1, 0);
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ThrowObject(beat, 1, 0, ObjType2);
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ThrowObject(beat, 2, ObjType1, ObjType2);
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//ThrowObject(beat, 1, 0, ObjType2);
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}
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public void CutEverything(float beat, bool sound, string customText)
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@ -41,8 +41,8 @@ namespace HeavenStudio.Games.Scripts_DogNinja
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private void Update()
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{
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float flyPosHalves = (Conductor.instance.GetPositionFromBeat(songPos, 3f)*(Conductor.instance.GetPositionFromBeat(songPos, 3f)))+Conductor.instance.GetPositionFromBeat(songPos, 1f);
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flyPosHalves = (flyPosHalves*0.2f)+0.34f;
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float flyPosHalves = (Conductor.instance.GetPositionFromBeat(songPos, 3f)*(Conductor.instance.GetPositionFromBeat(songPos, 2f)))+Conductor.instance.GetPositionFromBeat(songPos, 1f);
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flyPosHalves = (flyPosHalves*0.2f)+0.35f;
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transform.position = curve.GetPoint(flyPosHalves)+objPos;
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float rot = rotSpeed;
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@ -52,7 +52,7 @@ namespace HeavenStudio.Games.Scripts_DogNinja
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if (direction == 2 && fromLeft) {} else { Jukebox.PlayOneShotGame(sfxNum+"1"); }
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game.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN, Hit, Miss, Out);
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game.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Hit, Miss, Out);
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DogAnim.SetBool("needPrepare", true);
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}
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@ -30,6 +30,11 @@ namespace HeavenStudio.Games.Loaders
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},
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defaultLength = 0.5f,
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priority = 2,
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preFunctionLength = 1f,
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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MeatGrinder.PreMeatCall(e.beat);
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},
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},
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new GameAction("StartInterval", "Start Interval")
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{
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defaultLength = 4f,
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resizable = true,
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priority = 1,
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preFunctionLength = 2f,
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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MeatGrinder.PreInterval(e.beat, e.length);
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@ -69,11 +75,7 @@ namespace HeavenStudio.Games
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using Scripts_MeatGrinder;
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public class MeatGrinder : Minigame
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{
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static List<QueuedMeatInput> queuedInputs = new List<QueuedMeatInput>();
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struct QueuedMeatInput
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{
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public float beatAwayFromStart;
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}
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static List<float> queuedInputs = new List<float>();
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[Header("Objects")]
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public GameObject MeatBase;
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@ -87,6 +89,7 @@ namespace HeavenStudio.Games
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float intervalStartBeat;
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float beatInterval = 4f;
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bool bossBop = true;
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bool dontCall = false;
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public bool bossAnnoyed = false;
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private float lastReportedBeat = 0f;
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const string sfxName = "meatGrinder/";
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@ -106,24 +109,22 @@ namespace HeavenStudio.Games
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void OnDestroy()
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{
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if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
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{
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if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) {
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if (queuedInputs.Count > 0) queuedInputs.Clear();
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}
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}
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private void Update()
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{
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if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
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{
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if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) {
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if (queuedInputs.Count > 0) queuedInputs.Clear();
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}
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if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted)
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{
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if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted) {
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intervalStarted = false;
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}
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if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) {
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ScoreMiss();
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TackAnim.DoScaledAnimationAsync("TackEmptyHit", 0.5f);
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TackAnim.SetBool("tackMeated", false);
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public static void PreInterval(float beat, float interval)
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{
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if (!MeatGrinder.instance.intervalStarted && !MeatGrinder.instance.dontCall) {
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MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound(sfxName+"startSignal", beat - 1f), }, forcePlay: true);
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(beat - 1, delegate { instance.BossAnim.DoScaledAnimationAsync("BossSignal", 0.5f); }), });
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}
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MeatGrinder.instance.dontCall = true;
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MeatGrinder.instance.beatInterval = interval;
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat - 1, delegate { instance.BossAnim.DoScaledAnimationAsync("BossSignal", 0.5f); }),
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});
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound(sfxName+"startSignal", beat - 1f),
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}, forcePlay: true);
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}
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public void StartInterval(float beat, float interval)
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{
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intervalStartBeat = beat;
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if (!intervalStarted)
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{
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intervalStarted = true;
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}
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if (!intervalStarted) { intervalStarted = true; }
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + interval - 1, delegate { PassTurn(beat); }),
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});
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}
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public void MeatToss(float beat)
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{
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Jukebox.PlayOneShotGame(sfxName+"toss");
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Meat.meatType = "DarkMeat";
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}
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public static void PreMeatCall(float beat)
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{
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if (!MeatGrinder.instance.dontCall) {
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(beat - 1, delegate { MeatGrinder.PreInterval(beat, instance.beatInterval); }),
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});
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}
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}
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public void MeatCall(float beat)
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{
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BossAnim.DoScaledAnimationAsync("BossCall", 0.5f);
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StartInterval(beat, beatInterval);
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}
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queuedInputs.Add(new QueuedMeatInput()
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{
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beatAwayFromStart = beat - intervalStartBeat,
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});
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queuedInputs.Add(beat - intervalStartBeat);
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}
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public void PassTurn(float beat)
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{
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dontCall = false;
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intervalStarted = false;
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foreach (var input in queuedInputs)
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{
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(input.beatAwayFromStart + beat, delegate {
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new BeatAction.Action(input + beat, delegate {
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MeatToss Meat = Instantiate(MeatBase).GetComponent<MeatToss>();
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Meat.startBeat = beat;
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Meat.cueLength = beatInterval + input.beatAwayFromStart;
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Meat.cueLength = beatInterval + input;
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Meat.cueBased = false;
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Meat.meatType = "LightMeat";
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}),
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