mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 21:55:09 +00:00
Misc. Tweaks and Fixes part 1 googleplex (#529)
* sfx stuffs * camera no lag
This commit is contained in:
parent
74359d3e1c
commit
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4 changed files with 126 additions and 66 deletions
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strum: 0
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@ -54796,7 +54828,6 @@ MonoBehaviour:
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SoundSequences: []
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EligibleHits: []
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scheduledInputs: []
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firstEnable: 0
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seeSawAnim: {fileID: 8076492646190865917}
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see: {fileID: 7807565663565079643}
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saw: {fileID: 803512772772987110}
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@ -36,7 +36,7 @@ namespace HeavenStudio.Games.Scripts_SeeSaw
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[SerializeField] bool see;
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[NonSerialized] public bool dead = false;
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public bool strum;
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public Animator anim;
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[NonSerialized] public Animator anim;
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JumpState lastState;
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JumpState currentState;
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Path currentPath;
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@ -48,6 +48,7 @@ namespace HeavenStudio.Games.Scripts_SeeSaw
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[SerializeField] Transform landOutTrans;
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public Transform landInTrans;
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[SerializeField] Transform groundTrans;
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[SerializeField] Transform gameTrans;
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bool hasChangedAnimMidAir;
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[SerializeField] ParticleSystem deathParticle;
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double wantChoke = -1;
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@ -141,31 +142,22 @@ namespace HeavenStudio.Games.Scripts_SeeSaw
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transform.position = GetPathPositionFromBeat(currentPath, Math.Max(startBeat, currentBeat), startBeat);
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break;
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}
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}
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}
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private void LateUpdate()
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{
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var cond = Conductor.instance;
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double currentBeat = cond.songPositionInBeatsAsDouble;
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if (!see && game.cameraMove && cond.isPlaying && !cond.isPaused)
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{
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switch (currentState)
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if (!see && game.cameraMove)
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{
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default:
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return;
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case JumpState.HighOutOut:
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case JumpState.HighOutIn:
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case JumpState.HighInOut:
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case JumpState.HighInIn:
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float newCamY = Math.Max(GetPathPositionFromBeat(cameraPath, Math.Max(startBeat, currentBeat), startBeat).y, 0);
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GameCamera.additionalPosition = new Vector3(0, newCamY, 0);
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break;
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switch (currentState)
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{
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default:
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return;
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case JumpState.HighOutOut:
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case JumpState.HighOutIn:
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case JumpState.HighInOut:
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case JumpState.HighInIn:
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float newCamY = Math.Max(GetPathPositionFromBeat(cameraPath, Math.Max(startBeat, currentBeat), startBeat).y, 0);
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gameTrans.localPosition = new Vector3(0, -newCamY, 0);
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break;
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}
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}
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}
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}
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public void Choke(double beat, float length)
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@ -26,7 +26,7 @@ namespace HeavenStudio.Games.Loaders
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},
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new GameAction("tapping", "Tapping")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; TapTroupe.PreTapping(e.beat, e.length, e["okay"], e["okayType"], e["animType"], e["popperBeats"], e["randomVoiceLine"]); },
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preFunction = delegate { var e = eventCaller.currentEntity; TapTroupe.PreTapping(e.beat, e.length, e["okay"], e["okayType"], e["animType"], e["popperBeats"], e["randomVoiceLine"], e["noReady"]); },
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defaultLength = 3f,
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resizable = true,
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parameters = new List<Param>()
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@ -35,7 +35,8 @@ namespace HeavenStudio.Games.Loaders
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new Param("okayType", TapTroupe.OkayType.OkayA, "Okay Type", "Which version of the okay voice line should the tappers say?"),
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new Param("animType", TapTroupe.OkayAnimType.Normal, "Okay Animation", "Which animations should be played when the tapper say OK?"),
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new Param("popperBeats", new EntityTypes.Float(0f, 80f, 2f), "Popper Beats", "How many beats until the popper will pop?"),
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new Param("randomVoiceLine", true, "Extra Random Voice Line", "Whether there should be randomly said woos or laughs after the tappers say OK!")
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new Param("randomVoiceLine", true, "Extra Random Voice Line", "Whether there should be randomly said woos or laughs after the tappers say OK!"),
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new Param("noReady", false, "Mute Ready")
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}
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},
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new GameAction("bop", "Bop")
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@ -368,13 +369,16 @@ namespace HeavenStudio.Games
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});
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}
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public static void PreTapping(double beat, float length, bool okay, int okayType, int animType, float popperBeats, bool randomVoiceLine)
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public static void PreTapping(double beat, float length, bool okay, int okayType, int animType, float popperBeats, bool randomVoiceLine, bool noReady)
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{
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MultiSound.Play(new MultiSound.Sound[]
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if (!noReady)
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{
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new MultiSound.Sound("tapTroupe/tapReady1", beat - 2f),
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new MultiSound.Sound("tapTroupe/tapReady2", beat - 1f),
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}, forcePlay: true);
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("tapTroupe/tapReady1", beat - 2f),
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new MultiSound.Sound("tapTroupe/tapReady2", beat - 1f),
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}, forcePlay: true);
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}
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if (GameManager.instance.currentGame == "tapTroupe")
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{
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TapTroupe.instance.Tapping(beat, length, okay, okayType, animType, popperBeats, randomVoiceLine);
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@ -35,52 +35,57 @@ namespace HeavenStudio.Games.Loaders
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},
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new GameAction("poseThree", "Pose Horizontal")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 1f, 2f, 0f, 1f, 2f, e["toggle"]); },
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preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 1f, 2f, 0f, 1f, 2f, e["toggle"], e["toggle2"]); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Stars", "Should stars appear when successfully posing?")
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new Param("toggle", false, "Stars", "Should stars appear when successfully posing?"),
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new Param("toggle2", true, "Cheer Sounds")
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}
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},
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new GameAction("poseTwo", "Pose Vertical")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0f, 0f, 2f, 2f, 2f, e["toggle"]); },
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preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0f, 0f, 2f, 2f, 2f, e["toggle"], e["toggle2"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Stars", "Should stars appear when successfully posing?")
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new Param("toggle", true, "Stars", "Should stars appear when successfully posing?"),
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new Param("toggle2", true, "Cheer Sounds")
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}
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},
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new GameAction("poseSixDiagonal", "Pose Diagonal")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 2.75f, 1.5f, 2f, 0.75f, 3.5f, e["toggle"]); },
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preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 2.75f, 1.5f, 2f, 0.75f, 3.5f, e["toggle"], e["toggle2"]); },
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defaultLength = 4.5f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Stars", "Should stars appear when successfully posing?")
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new Param("toggle", false, "Stars", "Should stars appear when successfully posing?"),
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new Param("toggle2", true, "Cheer Sounds")
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}
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},
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new GameAction("poseSixColumns", "Pose Rows")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0.5f, 1f, 2f, 2.5f, 3f, e["toggle"]); },
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preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0.5f, 1f, 2f, 2.5f, 3f, e["toggle"], e["toggle2"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Stars", "Should stars appear when successfully posing?")
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new Param("toggle", false, "Stars", "Should stars appear when successfully posing?"),
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new Param("toggle2", true, "Cheer Sounds")
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}
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},
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new GameAction("poseSix", "Pose Six")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0.5f, 1f, 1.5f, 2f, 2.5f, e["toggle"]); },
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preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, 0f, 0.5f, 1f, 1.5f, 2f, 2.5f, e["toggle"], e["toggle2"]); },
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defaultLength = 4.5f,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Stars", "Should stars appear when successfully posing?")
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new Param("toggle", true, "Stars", "Should stars appear when successfully posing?"),
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new Param("toggle2", true, "Cheer Sounds")
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}
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},
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new GameAction("customPose", "Custom Pose")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, e["upLeft"], e["upMiddle"], e["upRight"], e["downLeft"], e["downMiddle"], e["player"], e["toggle"]); },
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preFunction = delegate { var e = eventCaller.currentEntity; TheDazzles.PrePose(e.beat, e.length, e["upLeft"], e["upMiddle"], e["upRight"], e["downLeft"], e["downMiddle"], e["player"], e["toggle"], e["toggle2"]); },
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defaultLength = 3f,
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resizable = true,
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parameters = new List<Param>()
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@ -91,7 +96,8 @@ namespace HeavenStudio.Games.Loaders
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new Param("downLeft", new EntityTypes.Float(0, 30f, 0f), "Down Left Girl Pose Beat", "How many beats after the event has started will this girl pose?"),
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new Param("downMiddle", new EntityTypes.Float(0, 30f, 1f), "Down Middle Girl Pose Beat", "How many beats after the event has started will this girl pose?"),
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new Param("player", new EntityTypes.Float(0, 30f, 2f), "Player Pose Beat", "How many beats after the event has started should the player pose?"),
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new Param("toggle", false, "Stars", "Should stars appear when successfully posing?")
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new Param("toggle", false, "Stars", "Should stars appear when successfully posing?"),
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new Param("toggle2", true, "Cheer Sounds")
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}
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},
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new GameAction("forceHold", "Force Hold")
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@ -200,6 +206,7 @@ namespace HeavenStudio.Games
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public float downMiddleBeat;
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public float playerBeat;
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public bool stars;
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public bool cheer;
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}
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public struct QueuedCrouch
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{
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@ -266,7 +273,7 @@ namespace HeavenStudio.Games
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{
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foreach (var pose in queuedPoses)
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{
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Pose(pose.beat, pose.length, pose.upLeftBeat, pose.upMiddleBeat, pose.upRightBeat, pose.downLeftBeat, pose.downMiddleBeat, pose.playerBeat, pose.stars);
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Pose(pose.beat, pose.length, pose.upLeftBeat, pose.upMiddleBeat, pose.upRightBeat, pose.downLeftBeat, pose.downMiddleBeat, pose.playerBeat, pose.stars, pose.cheer);
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}
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queuedPoses.Clear();
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}
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@ -429,28 +436,28 @@ namespace HeavenStudio.Games
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});
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}
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public static void PrePose(double beat, float length, float upLeftBeat, float upMiddleBeat, float upRightBeat, float downLeftBeat, float downMiddleBeat, float playerBeat, bool stars)
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public static void PrePose(double beat, float length, float upLeftBeat, float upMiddleBeat, float upRightBeat, float downLeftBeat, float downMiddleBeat, float playerBeat, bool stars, bool cheer)
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{
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if (GameManager.instance.currentGame == "theDazzles")
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{
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instance.Pose(beat, length, upLeftBeat, upMiddleBeat, upRightBeat, downLeftBeat, downMiddleBeat, playerBeat, stars);
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instance.Pose(beat, length, upLeftBeat, upMiddleBeat, upRightBeat, downLeftBeat, downMiddleBeat, playerBeat, stars, cheer);
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}
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else
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{
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queuedPoses.Add(new QueuedPose { beat = beat, upLeftBeat = upLeftBeat, stars = stars, length = length,
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downLeftBeat = downLeftBeat, playerBeat = playerBeat, upMiddleBeat = upMiddleBeat, downMiddleBeat = downMiddleBeat, upRightBeat = upRightBeat});
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downLeftBeat = downLeftBeat, playerBeat = playerBeat, upMiddleBeat = upMiddleBeat, downMiddleBeat = downMiddleBeat, upRightBeat = upRightBeat, cheer = cheer});
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}
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}
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public void Pose(double beat, float length, float upLeftBeat, float upMiddleBeat, float upRightBeat, float downLeftBeat, float downMiddleBeat, float playerBeat, bool stars)
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||||
public void Pose(double beat, float length, float upLeftBeat, float upMiddleBeat, float upRightBeat, float downLeftBeat, float downMiddleBeat, float playerBeat, bool stars, bool cheer)
|
||||
{
|
||||
if (stars)
|
||||
{
|
||||
ScheduleInput(beat, playerBeat, InputType.STANDARD_UP, JustPoseStars, MissPose, Nothing);
|
||||
ScheduleInput(beat, playerBeat, InputType.STANDARD_UP, cheer ? JustPoseStars : JustPoseStarsNoCheer, MissPose, Nothing);
|
||||
}
|
||||
else
|
||||
{
|
||||
ScheduleInput(beat, playerBeat, InputType.STANDARD_UP, JustPose, MissPose, Nothing);
|
||||
ScheduleInput(beat, playerBeat, InputType.STANDARD_UP, cheer ? JustPose : JustPoseNoCheer, MissPose, Nothing);
|
||||
}
|
||||
double crouchBeat = beat - 1f;
|
||||
if (crouchBeat < crouchEndBeat)
|
||||
|
@ -577,7 +584,7 @@ namespace HeavenStudio.Games
|
|||
player.Pose();
|
||||
return;
|
||||
}
|
||||
SuccessPose(false);
|
||||
SuccessPose(false, true);
|
||||
}
|
||||
|
||||
void JustPoseStars(PlayerActionEvent caller, float state)
|
||||
|
@ -590,13 +597,39 @@ namespace HeavenStudio.Games
|
|||
player.Pose();
|
||||
return;
|
||||
}
|
||||
SuccessPose(true);
|
||||
SuccessPose(true, true);
|
||||
}
|
||||
|
||||
void SuccessPose(bool stars)
|
||||
void JustPoseNoCheer(PlayerActionEvent caller, float state)
|
||||
{
|
||||
shouldHold = false;
|
||||
SoundByte.PlayOneShotGame("theDazzles/pose");
|
||||
SoundByte.PlayOneShotGame("theDazzles/posePlayer");
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
player.Pose();
|
||||
return;
|
||||
}
|
||||
SuccessPose(false, false);
|
||||
}
|
||||
|
||||
void JustPoseStarsNoCheer(PlayerActionEvent caller, float state)
|
||||
{
|
||||
shouldHold = false;
|
||||
SoundByte.PlayOneShotGame("theDazzles/pose");
|
||||
SoundByte.PlayOneShotGame("theDazzles/posePlayer");
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
player.Pose();
|
||||
return;
|
||||
}
|
||||
SuccessPose(true, false);
|
||||
}
|
||||
|
||||
void SuccessPose(bool stars, bool cheer)
|
||||
{
|
||||
player.Pose();
|
||||
SoundByte.PlayOneShotGame("theDazzles/applause");
|
||||
if (cheer) SoundByte.PlayOneShotGame("theDazzles/applause");
|
||||
foreach (var girl in npcGirls)
|
||||
{
|
||||
girl.currentEmotion = TheDazzlesGirl.Emotion.Happy;
|
||||
|
|
Loading…
Reference in a new issue