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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
Clappy trio input problem fixed
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parent
245c88253d
commit
7f68ad28c2
3 changed files with 11 additions and 37 deletions
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@ -197,7 +197,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 54588eb7ee0680643aeaf61dcf609903, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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time: 0.04
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time: 0.01
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--- !u!1 &2570987087158414682
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GameObject:
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m_ObjectHideFlags: 0
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@ -38,36 +38,10 @@ namespace RhythmHeavenMania.Games.ClappyTrio
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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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Clap(false);
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}
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if (clapVacant == true)
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{
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float normalizedBeat = (Conductor.instance.GetPositionFromBeat(lastClapBeat, lastClapLength));
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/*if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && lastIndex == 0)
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{
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SetEligibility(true, false, false);
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lastIndex++;
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}
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else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && lastIndex == 1)
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{
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SetEligibility(false, true, false);
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// Clap();
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lastIndex++;
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}
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else if (normalizedBeat > Minigame.LateTime() && lastIndex == 2)
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{
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SetEligibility(false, false, true);
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clapVacant = false;
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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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}*/
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StateCheck(normalizedBeat);
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if (normalizedBeat > Minigame.LateTime())
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@ -78,15 +52,13 @@ namespace RhythmHeavenMania.Games.ClappyTrio
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lastClapBeat = 0;
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}
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}
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}
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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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if (PlayerInput.Pressed())
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{
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Clap(false);
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}
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}
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public void SetClapAvailability(float startBeat, float length)
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{
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@ -44,7 +44,7 @@ namespace RhythmHeavenMania.Games.DJSchool
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{
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Hold(true);
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}
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else if (state.notPerfect())
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else
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{
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Hold(false);
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}
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@ -64,7 +64,7 @@ namespace RhythmHeavenMania.Games.DJSchool
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{
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Swipe();
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}
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else if (state.notPerfect())
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else
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{
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UnHold();
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}
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@ -89,6 +89,8 @@ namespace RhythmHeavenMania.Games.DJSchool
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public void UnHold()
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{
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isHolding = false;
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anim.speed = -1;
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anim.Play("Hold", 0, 0);
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