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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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fix #631
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parent
db6fd6c9fa
commit
478f77132b
4 changed files with 32 additions and 35 deletions
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@ -316,17 +316,24 @@ namespace HeavenStudio.Games
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if (PlayerInput.GetIsAction(InputAction_Press) && !IsExpectingInputNow(InputAction_Press))
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{
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translator.DoScaledAnimationAsync("translator_eh", 0.5f);
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if (isSpeaking)
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{
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if (callDiagIndex == 0)
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if (noHitOnce || callDiagIndex == 0)
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{
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FailContact();
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}
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else
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{
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SoundByte.PlayOneShotGame("firstContact/ALIEN_PLAYER_A", -1, SoundByte.GetPitchFromSemiTones(UnityEngine.Random.Range(-3, 3), false));
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TrailingContact();
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ScoreMiss();
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}
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}
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else if (!noHitOnce && !missionControl.activeInHierarchy)
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{
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translator.DoScaledAnimationAsync("translator_eh", 0.5f);
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SoundByte.PlayOneShotGame("firstContact/ALIEN_PLAYER_MISS2_A", -1, SoundByte.GetPitchFromSemiTones(UnityEngine.Random.Range(-2, 1), false));
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ScoreMiss();
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}
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}
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}
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@ -414,7 +421,7 @@ namespace HeavenStudio.Games
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{
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var input = inputs[i];
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double relativeBeat = input.beat - intervalBeat;
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ScheduleInput(beat, length + relativeBeat, InputAction_Press, AlienTapping, AlienOnMiss, AlienEmpty);
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ScheduleInput(beat, length + relativeBeat, InputAction_Press, AlienTapping, AlienOnMiss, AlienEmpty, CanAlienTapping);
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callDiagList.Add((input["dialogue"], input["newline"]));
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}
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BeatAction.New(this, new List<BeatAction.Action>()
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@ -422,6 +429,7 @@ namespace HeavenStudio.Games
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new BeatAction.Action(beat, delegate
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{
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isSpeaking = true;
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hasMissed = false;
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SoundByte.PlayOneShotGame("firstContact/turnover");
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alienTextbox.SetActive(false);
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alien.Play("alien_point", 0, 0);
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@ -582,56 +590,38 @@ namespace HeavenStudio.Games
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hasMissed = true;
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}
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public bool CanAlienTapping()
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{
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return !(hasMissed || noHitOnce);
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}
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public void AlienTapping(PlayerActionEvent caller, float state) //OnHit
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{
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if (hasMissed && callDiagIndex == 0)
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(string dialogue, bool showNewline) = callDiagList[callDiagIndex];
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translateTextbox.SetActive(true);
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if (showNewline)
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{
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caller.isEligible = false;
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ScoreMiss();
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return;
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};
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if (noHitOnce)
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{
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caller.isEligible = false;
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FailContact();
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return;
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ResetTranslateTextbox(true);
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}
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if (state >= 1f || state <= -1f)
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{
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SoundByte.PlayOneShotGame("firstContact/ALIEN_PLAYER_A", -1, SoundByte.GetPitchFromSemiTones(UnityEngine.Random.Range(-3, 3), false));
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translator.DoScaledAnimationAsync("translator_speak", 0.5f);
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if (callDiagIndex == 0) return;
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TrailingContact();
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callDiagIndex++;
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return;
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}
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translator.DoScaledAnimationAsync("translator_speak", 0.5f);
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SoundByte.PlayOneShotGame("firstContact/ALIEN_PLAYER_A", -1, SoundByte.GetPitchFromSemiTones(UnityEngine.Random.Range(-3, 3), false));
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SoundByte.PlayOneShotGame("firstContact/ALIEN_PLAYER_B");
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if (hasMissed)
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{
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caller.isEligible = false;
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return;
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}
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else
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{
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(string dialogue, bool showNewline) = callDiagList[callDiagIndex];
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if (showNewline)
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{
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ResetTranslateTextbox(true);
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}
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respDiagBuffer += dialogue;
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translateTextbox.SetActive(true);
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UpdateTranslateTextbox();
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callDiagIndex++;
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}
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respDiagBuffer += dialogue;
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UpdateTranslateTextbox();
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callDiagIndex++;
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}
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public void AlienOnMiss(PlayerActionEvent caller) //OnMiss
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{
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if (!noHitOnce)
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if (!noHitOnce && !hasMissed)
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{
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SoundByte.PlayOneShotGame("firstContact/alienNoHit");
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noHitOnce = true;
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@ -18,8 +18,10 @@ namespace HeavenStudio
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public static int InitInputControllers()
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{
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inputDevices = new List<InputController>();
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InputController[] controllers;
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PlayerInputRefresh = new();
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PlayerInputCleanUp = null;
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controllers = InputJoyshockInitializer.Initialize();
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if (controllers != null)
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@ -80,8 +80,10 @@ namespace {context.TargetClass.Namespace}
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sb.IndentLevel(3);
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sb.Append($@"
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inputDevices = new List<InputController>();
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InputController[] controllers;
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PlayerInputRefresh = new();
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PlayerInputCleanUp = null;
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");
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foreach (var loadRunner in loadRunners)
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@ -26,5 +26,8 @@ MonoBehaviour:
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- Assets/Editor/SpritesheetScaler.cs
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- Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs
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- Assets/Scripts/Games/TheDazzles/TheDazzles.cs
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- Assets/Scripts/Games/FirstContact/FirstContact.cs
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- Assets/Scripts/SourceGenerators/ControllerLoaderGenerator.cs
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- Assets/Scripts/InputSystem/PlayerInput.cs
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PathsToSkipImportEvent: []
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PathsToIgnoreOverwriteSettingOnAttribute: []
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