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mr upbeat input fix + lockstep offbeat switch event seperation (#233)
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parent
9cbd353506
commit
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5 changed files with 24 additions and 57 deletions
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@ -25,27 +25,33 @@ namespace HeavenStudio.Games.Loaders
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},
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defaultLength = 1f,
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},
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new GameAction("hai", "Hai!")
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new GameAction("marching", "Stepping")
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{
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function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat); },
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defaultLength = 1f,
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inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat);}
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preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e.length);},
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("offbeatSwitch", "Switch to Offbeat")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OffbeatSwitch(e.beat); },
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defaultLength = 8f
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defaultLength = 3.5f
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},
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new GameAction("onbeatSwitch", "Switch to Onbeat")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OnbeatSwitch(e.beat); },
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defaultLength = 2f
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},
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new GameAction("marching", "Stepping")
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new GameAction("hai", "Hai!")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e.length);},
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defaultLength = 4f,
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resizable = true
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function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat); },
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defaultLength = 1f,
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inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat);}
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},
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new GameAction("ho", "Ho!")
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{
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function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Ho(e.beat); },
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defaultLength = 1f,
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inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Ho(e.beat);}
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},
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new GameAction("set colours", "Set Background Colours")
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{
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@ -178,6 +184,11 @@ namespace HeavenStudio.Games
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Jukebox.PlayOneShotGame("lockstep/switch1");
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}
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public void Ho(float beat)
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{
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Jukebox.PlayOneShotGame("lockstep/switch4");
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}
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public static void OnbeatSwitch(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[]
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@ -207,11 +218,6 @@ namespace HeavenStudio.Games
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new MultiSound.Sound("lockstep/switch1", beat + 2f),
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new MultiSound.Sound("lockstep/switch2", beat + 3f),
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new MultiSound.Sound("lockstep/switch3", beat + 3.5f),
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new MultiSound.Sound("lockstep/switch4", beat + 4.5f),
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new MultiSound.Sound("lockstep/switch4", beat + 5.5f),
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new MultiSound.Sound("lockstep/switch4", beat + 6.5f),
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new MultiSound.Sound("lockstep/switch4", beat + 7.5f),
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}, forcePlay: true);
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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@ -1,24 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_Lockstep
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{
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public class StepSwitcher : PlayerActionObject
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{
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// Start is called before the first frame update
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void Awake()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 2fcc6103baa36c048b9f5dfc086bdd98
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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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@ -103,6 +103,10 @@ namespace HeavenStudio.Games
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}
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queuedInputs.Clear();
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}
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if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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man.Step();
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}
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}
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}
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@ -23,14 +23,6 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
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public GameEvent blip = new GameEvent();
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private void Update()
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{
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if (PlayerInput.Pressed())
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{
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Step();
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}
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}
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public void Idle()
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{
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stepTimes = 0;
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