mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
Further input latency fixes
This commit is contained in:
parent
7d1d97725d
commit
3f1b2a328c
7 changed files with 73 additions and 27 deletions
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@ -4200,6 +4200,7 @@ GameObject:
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m_Component:
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m_Component:
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- component: {fileID: 992902363}
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- component: {fileID: 992902363}
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- component: {fileID: 992902364}
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- component: {fileID: 992902364}
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- component: {fileID: 992902365}
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m_Layer: 0
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m_Layer: 0
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m_Name: Circle
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m_Name: Circle
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m_TagString: Untagged
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m_TagString: Untagged
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@ -4272,6 +4273,19 @@ SpriteRenderer:
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m_WasSpriteAssigned: 1
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m_WasSpriteAssigned: 1
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m_MaskInteraction: 0
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m_MaskInteraction: 0
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m_SpriteSortPoint: 0
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m_SpriteSortPoint: 0
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--- !u!114 &992902365
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 992902362}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: a761d8a407e1d9d49afaed94b793ed75, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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rotateSpeed: 55
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--- !u!1 &1044718271
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--- !u!1 &1044718271
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -47,7 +47,7 @@ namespace RhythmHeavenMania
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public static Conductor instance;
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public static Conductor instance;
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//Pause times
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//Pause times
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private int pauseTime = 0;
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// private int pauseTime = 0;
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public float beatThreshold;
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public float beatThreshold;
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@ -130,7 +130,7 @@ namespace RhythmHeavenMania
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}
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}
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catch (Exception ex)
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catch (Exception ex)
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{
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{
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Debug.LogWarning("Event not found! May be spelled wrong or it is not implemented.");
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Debug.LogWarning("Event not found! May be spelled wrong or it is not implemented." + ex);
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}
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}
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}
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}
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@ -88,17 +88,20 @@ namespace RhythmHeavenMania.Games.ClappyTrio
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for (int i = 0; i < Lion.Count; i++)
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for (int i = 0; i < Lion.Count; i++)
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{
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{
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float minus = 0;
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float length = currentClappingLength * (i);
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float lengthplusone = (currentClappingLength * (i + 1));
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// i spent like 25 minutes trying to figure out what was wrong with this when i forgot to subtract the currentClapLength :(
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// i spent like 25 minutes trying to figure out what was wrong with this when i forgot to subtract the currentClapLength :(
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if (i == Lion.Count - 1)
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if (i == Lion.Count - 1)
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minus = Minigame.perfectTime;
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{
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length = 0;
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}
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if (songPosBeat > lastClapStart + (currentClappingLength * (i) - minus) && songPosBeat < lastClapStart + (currentClappingLength * (i + 1)) && clapIndex == i)
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if (songPosBeat > lastClapStart + length && songPosBeat < lastClapStart + lengthplusone && clapIndex == i)
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{
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{
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if (i == Lion.Count - 1)
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if (i == Lion.Count - 1)
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{
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{
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ClappyTrioPlayer.SetClapAvailability(lastClapStart + (currentClappingLength * i - Minigame.perfectTime));
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ClappyTrioPlayer.SetClapAvailability(lastClapStart + (currentClappingLength * (i - 1)), currentClappingLength);
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clapIndex = 0;
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clapIndex = 0;
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isClapping = false;
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isClapping = false;
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@ -13,6 +13,7 @@ namespace RhythmHeavenMania.Games.ClappyTrio
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public bool late;
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public bool late;
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private float lastClapBeat;
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private float lastClapBeat;
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private float lastClapLength;
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[SerializeField] private bool clapVacant;
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[SerializeField] private bool clapVacant;
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private int lastIndex;
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private int lastIndex;
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@ -36,36 +37,47 @@ namespace RhythmHeavenMania.Games.ClappyTrio
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Clap();
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Clap();
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}
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}
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// if (clapVacant == true)
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if (clapVacant == true)
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{
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{
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float normalizedBeat = (Conductor.instance.GetLoopPositionFromBeat(lastClapBeat, 1f));
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float normalizedBeat = (Conductor.instance.GetLoopPositionFromBeat(lastClapBeat, lastClapLength));
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print(normalizedBeat);
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if (normalizedBeat > Minigame.earlyTime && normalizedBeat < Minigame.perfectTime && lastIndex == 0)
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if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && lastIndex == 0)
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{
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{
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SetEligibility(true, false, false);
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SetEligibility(true, false, false);
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lastIndex++;
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lastIndex++;
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}
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}
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else if (normalizedBeat > Minigame.perfectTime && normalizedBeat < Minigame.lateTime && lastIndex == 1)
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else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && lastIndex == 1)
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{
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{
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SetEligibility(false, true, false);
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SetEligibility(false, true, false);
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// Clap();
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// Clap();
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lastIndex++;
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lastIndex++;
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}
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}
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else if (normalizedBeat > Minigame.lateTime && lastIndex == 2)
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else if (normalizedBeat > Minigame.LateTime() && lastIndex == 2)
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{
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{
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SetEligibility(false, false, true);
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SetEligibility(false, false, true);
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clapVacant = false;
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clapVacant = false;
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lastIndex = 0;
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lastIndex = 0;
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lastClapLength = 0;
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lastClapBeat = 0;
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hit = false;
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hit = false;
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ClearLog();
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}
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}
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}
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}
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}
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}
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public void SetClapAvailability(float startBeat)
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public void ClearLog()
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{
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var assembly = System.Reflection.Assembly.GetAssembly(typeof(UnityEditor.Editor));
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var type = assembly.GetType("UnityEditor.LogEntries");
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var method = type.GetMethod("Clear");
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method.Invoke(new object(), null);
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}
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public void SetClapAvailability(float startBeat, float length)
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{
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{
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lastClapBeat = startBeat;
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lastClapBeat = startBeat;
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clapVacant = true;
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clapVacant = true;
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lastClapLength = length;
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}
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}
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private void SetEligibility(bool early, bool perfect, bool late)
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private void SetEligibility(bool early, bool perfect, bool late)
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@ -96,6 +108,7 @@ namespace RhythmHeavenMania.Games.ClappyTrio
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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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print(early + " " + perfect + " " + late);
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clapEffect.SetActive(false);
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clapEffect.SetActive(false);
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Jukebox.PlayOneShot("miss");
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Jukebox.PlayOneShot("miss");
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ClappyTrio.instance.playerHitLast = false;
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ClappyTrio.instance.playerHitLast = false;
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@ -38,43 +38,38 @@ namespace RhythmHeavenMania.Games.ForkLifter
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private void Update()
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private void Update()
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{
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{
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float normalizedBeatAnim = (Conductor.instance.GetLoopPositionFromBeat(startBeat, 2.5f));
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float normalizedBeatAnim = Conductor.instance.GetLoopPositionFromBeat(startBeat, 2.5f);
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anim.Play("Flicked_Object", -1, normalizedBeatAnim);
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anim.Play("Flicked_Object", -1, normalizedBeatAnim);
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anim.speed = 0;
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anim.speed = 0;
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float normalizedBeat = (Conductor.instance.GetLoopPositionFromBeat(startBeat, 2f));
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float normalizedBeat = Conductor.instance.GetLoopPositionFromBeat(startBeat, 2f);
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float earlyTime = Minigame.earlyTime * 2;
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print(normalizedBeat + " " + Minigame.PerfectTime());
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float perfectTime = Minigame.perfectTime * 2;
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float lateTime = Minigame.lateTime * 2;
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float endTime = Minigame.endTime * 2;
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print(normalizedBeat + " " + perfectTime);
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// Early State
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// Early State
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if (normalizedBeat > earlyTime && normalizedBeat < perfectTime && estate <= 1)
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if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && estate <= 1)
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{
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{
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MakeEligible(true, false, false);
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MakeEligible(true, false, false);
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estate++;
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estate++;
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}
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}
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// Perfect State
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// Perfect State
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else if (normalizedBeat > perfectTime && normalizedBeat < lateTime && pstate <= 1)
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else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && pstate <= 1)
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{
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{
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MakeEligible(false, true, false);
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MakeEligible(false, true, false);
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pstate++;
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pstate++;
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}
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}
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// Late State
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// Late State
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else if (normalizedBeat > lateTime && normalizedBeat < endTime && lstate <= 1)
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else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime() && lstate <= 1)
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{
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{
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MakeEligible(false, false, true);
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MakeEligible(false, false, true);
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lstate++;
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lstate++;
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}
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}
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else if (normalizedBeat < earlyTime || normalizedBeat > endTime)
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else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime())
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{
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{
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MakeInEligible();
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MakeInEligible();
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}
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}
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if (normalizedBeat > endTime && endstate <= 1)
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if (normalizedBeat > Minigame.EndTime() && endstate <= 1)
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{
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{
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endstate++;
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endstate++;
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Jukebox.PlayOneShot("audience/disappointed");
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Jukebox.PlayOneShot("audience/disappointed");
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@ -6,7 +6,28 @@ namespace RhythmHeavenMania.Games
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{
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{
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public class Minigame : MonoBehaviour
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public class Minigame : MonoBehaviour
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{
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{
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public static float earlyTime = 0.38f, perfectTime = 0.41f, lateTime = 0.535f, endTime = 1f;
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public static float earlyTime = 0.77f, perfectTime = 0.87f, lateTime = 1.09f, endTime = 1.15f;
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// hopefully these will fix the lowbpm problem
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public static float EarlyTime()
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{
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return earlyTime;
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}
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public static float PerfectTime()
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{
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return perfectTime;
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}
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public static float LateTime()
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{
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return lateTime;
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}
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public static float EndTime()
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{
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return endTime;
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}
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public int firstEnable = 0;
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public int firstEnable = 0;
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