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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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Fixed working dough and lockstep earrape bugs and tambourine interval bugs (#281)
* mr upbeat input fix + lockstep offbeat switch event seperation * Lockstep + MrUpbeat animation fixes * Fixes to lockstep, tambourine and wd
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parent
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commit
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3 changed files with 8 additions and 11 deletions
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@ -127,10 +127,7 @@ 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 (queuedInputs.Count > 0) queuedInputs.Clear();
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}
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if (queuedInputs.Count > 0) queuedInputs.Clear();
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}
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public void Update()
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@ -236,7 +233,7 @@ namespace HeavenStudio.Games
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{
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if (GameManager.instance.currentGame == "lockstep")
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{
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for (int i = 0; i < length + 1; i++)
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for (int i = 0; i < length; i++)
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{
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Lockstep.instance.ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, Lockstep.instance.Just, Lockstep.instance.Miss, Lockstep.instance.Nothing);
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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@ -247,7 +244,7 @@ namespace HeavenStudio.Games
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}
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else
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{
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for (int i = 0; i < length + 1; i++)
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for (int i = 0; i < length; i++)
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{
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queuedInputs.Add(beat + i);
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}
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@ -190,13 +190,9 @@ namespace HeavenStudio.Games
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{
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DesummonFrog();
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sadFace.SetActive(false);
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queuedInputs.Clear();
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//queuedInputs.Clear();
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misses = 0;
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intervalStarted = true;
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + interval, delegate { intervalStarted = false; }),
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});
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}
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}
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@ -229,6 +225,7 @@ namespace HeavenStudio.Games
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monkeyAnimator.Play("MonkeyPassTurn", 0, 0);
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Jukebox.PlayOneShotGame($"tambourine/monkey/turnPass/{UnityEngine.Random.Range(1, 6)}");
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happyFace.SetActive(true);
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intervalStarted = false;
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.3f, delegate { happyFace.SetActive(false); })
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@ -248,6 +245,7 @@ namespace HeavenStudio.Games
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new BeatAction.Action(beat + length + input.beatAwayFromStart, delegate { Bop(beat + length + input.beatAwayFromStart, (int)WhoBops.Monkey); })
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});
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}
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queuedInputs.Clear();
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}
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public void Bop(float beat, int whoBops)
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@ -630,6 +630,7 @@ namespace HeavenStudio.Games
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void JustSmall(PlayerActionEvent caller, float state)
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{
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if (GameManager.instance.currentGame != "workingDough") return;
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float beat = caller.startBeat + caller.timer;
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if (currentBalls.Count > 0)
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{
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@ -655,6 +656,7 @@ namespace HeavenStudio.Games
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void JustBig(PlayerActionEvent caller, float state)
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{
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if (GameManager.instance.currentGame != "workingDough") return;
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float beat = caller.startBeat + caller.timer;
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if (currentBalls.Count > 0)
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{
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