Update from release 1 branch (#472)

* Integration of Jukebox Library (#451)

* add Jukebox library

todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol

* make sound, input scheduling, and super curve use double precision

* successfully load charts

* editor works again

v1 riqs can be saved and loaded

* first tempo and volume markers are unmovable

fix loading of charts' easing values

* use gsync / freesync

* update Jukebox refs to SoundByte

* game events use double part 1

Air Rally - Glee Club converted

* don't load song if chart load fails

* finish conversion of all minigames

* remove editor waveform toggle

* timeline now respects added song offset length

clear cache files on app close
prepped notes for dsp sync

* update timeline length when offset changed

* update to latest Jukebox

* make error panel object in global game manager

* improve conductor music scheduling

* added error message box

fix first game events sometimes not playing

* a lot

* munchy monk input + mustache fixes
* fork lifter and pajama party bopping
* meat grinder miss bop fix
* cloud monkey Real
* marching orders Go! was broken
* force march doesn't break when it's too early from a game switch
* you can use the March! block without the marching now

* convert float to double and all that

* editor fixes (#459)

* ditch loading dialog

doesn't show up when it's supposed to

* format song offset in editor

* remove VorbisPlugin

* Update Editor.cs

* add updater for marching orders turn

* make base datamodels for special entity reading (#463)

* make base datamodels for special entity reading

* fix crop stomp breaking when no game switch or remix end is set

* fix save shortcut

fix loading charts with no music

* don't infer track when importing a v0 riq from another program

* You can now place inputs on top of pass turn for rhythm tweezers

* Rockers can do it too now

* Some new curves

* Converted everything to new curves and made playerballs handle themselves input-wise

* working dough converted, need to fix eveerything though

* ball transporter anims for pass turn

* update Jukebox to latest version

fixes for inferred entity loading

* new sounds

* OnSpawnBall reimplemented

* Proper inactive handling now

* gandw on balls has been added

* Rhythm tweezers pass turn now works like working dough

* modernised rockers pass turn

* Fixed small balls not working in working dough

* Fixed weird curve stuff on game switch in working dough

* let play mode start if no song file is loaded

fix issue with loading large audio files

* add "updater" for the old marching entity

---------

Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
This commit is contained in:
minenice55 2023-06-13 18:47:52 -04:00 committed by GitHub
parent 3425052a98
commit 81384fe7fb
No known key found for this signature in database
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202 changed files with 6594 additions and 7376 deletions

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@ -128,7 +128,8 @@ AnimatorState:
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@ -1318,7 +1318,7 @@ AnimationClip:
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@ -202,7 +202,7 @@ AnimatorState:
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@ -228,7 +228,7 @@ AnimatorState:
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Bop
m_Name: Bop1
m_Speed: 1
m_CycleOffset: 0
m_Transitions: []

View file

@ -55,7 +55,7 @@ namespace HeavenStudio
{
if (editorGO == null && OpeningManager.OnOpenFile.IndexOfAny(Path.GetInvalidPathChars()) == -1)
{
if (File.Exists(OpeningManager.OnOpenFile))
if (File.Exists(OpeningManager.OnOpenFile) && Path.GetExtension(OpeningManager.OnOpenFile) == ".riq")
{
input = OpeningManager.OnOpenFile;
fromCmd = true;

View file

@ -6,8 +6,7 @@ using UnityEngine;
using Starpelly;
using Jukebox;
using Jukebox.Legacy;
using Newtonsoft.Json;
using HeavenStudio.Util;
using HeavenStudio.Games;
using HeavenStudio.Common;
@ -47,6 +46,9 @@ namespace HeavenStudio
[NonSerialized] public RiqEntity currentSection, nextSection;
public double sectionProgress { get; private set; }
bool AudioLoadDone;
bool ChartLoadError;
public event Action<double> onBeatChanged;
public event Action<RiqEntity> onSectionChange;
@ -105,6 +107,8 @@ namespace HeavenStudio
public void Init(bool preLoaded = false)
{
AudioLoadDone = false;
ChartLoadError = false;
currentPreEvent= 0;
currentPreSwitch = 0;
currentPreSequence = 0;
@ -142,6 +146,7 @@ namespace HeavenStudio
}
else
{
RiqFileHandler.ClearCache();
NewRemix();
}
@ -165,6 +170,7 @@ namespace HeavenStudio
public void NewRemix()
{
AudioLoadDone = false;
Beatmap = new("1", "HeavenStudio");
Beatmap.data.properties = Minigames.propertiesModel;
Beatmap.AddNewTempoChange(0, 120f);
@ -172,10 +178,12 @@ namespace HeavenStudio
Beatmap.data.offset = 0f;
Conductor.instance.musicSource.clip = null;
RiqFileHandler.WriteRiq(Beatmap);
AudioLoadDone = true;
}
public IEnumerator LoadMusic()
{
ChartLoadError = false;
IEnumerator load = RiqFileHandler.LoadSong();
while (true)
{
@ -192,20 +200,27 @@ namespace HeavenStudio
{
Debug.LogWarning("chart has no music: " + f.Message);
Conductor.instance.musicSource.clip = null;
AudioLoadDone = true;
yield break;
}
catch (Exception e)
{
Debug.LogError($"Failed to load music: {e.Message}");
GlobalGameManager.ShowErrorMessage("Error Loading Music", e.Message + "\n\n" + e.StackTrace);
AudioLoadDone = true;
ChartLoadError = true;
yield break;
}
yield return current;
}
Conductor.instance.musicSource.clip = RiqFileHandler.StreamedAudioClip;
AudioLoadDone = true;
}
public void LoadRemix(bool editor = false)
{
AudioLoadDone = false;
ChartLoadError = false;
try
{
Beatmap = RiqFileHandler.ReadRiq();
@ -214,6 +229,7 @@ namespace HeavenStudio
{
Debug.LogError($"Failed to load remix: {e.Message}");
GlobalGameManager.ShowErrorMessage("Error Loading RIQ", e.Message + "\n\n" + e.StackTrace);
ChartLoadError = true;
return;
}
if (!editor)
@ -237,6 +253,15 @@ namespace HeavenStudio
{
SetGame("noGame");
}
if (editor)
{
Debug.Log(Beatmap.data.riqOrigin);
if (Beatmap.data.riqOrigin != "HeavenStudio")
{
GlobalGameManager.ShowErrorMessage("Warning", "This chart was made for another game,\nand thus may not be playable in Heaven Studio.\n<color=\"yellow\">You may be able to edit this chart in Heaven Studio to be used in its original game.</color>\n\n<alpha=#AA>Chart Origin: " + Beatmap.data.riqOrigin.DisplayName());
}
}
}
public void ScoreInputAccuracy(double accuracy, bool late, double time, double weight = 1, bool doDisplay = true)
@ -551,7 +576,7 @@ namespace HeavenStudio
// wait for first game to be loaded
yield return new WaitUntil(() => Beatmap != null && Beatmap.Entities.Count > 0);
//wait for audio clip to be loaded
yield return new WaitUntil(() => Conductor.instance.musicSource.clip != null);
yield return new WaitUntil(() => AudioLoadDone || (ChartLoadError && !GlobalGameManager.IsShowingDialog));
SkillStarManager.instance.KillStar();
TimingAccuracyDisplay.instance.StopStarFlash();

View file

@ -59,6 +59,17 @@ namespace HeavenStudio.Games.Loaders
},
resizable = true
},
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.Bop(e.beat, e.length, e["bop"], e["autoBop"]); },
parameters = new List<Param>()
{
new Param("bop", true, "Keep Bopping", "Should Fork bop for the duration of the block?"),
new Param("autoBop", false, "Keep Bopping (Auto)", "Should Fork bop indefinitely?"),
},
resizable = true,
},
// These are still here for backwards-compatibility but are hidden in the editor
new GameAction("pea", "")
{
@ -143,6 +154,19 @@ namespace HeavenStudio.Games
ForkLifterHand.CheckNextFlick();
}
public void Bop(double beat, double length, bool doesBop, bool autoBop)
{
playerInstance.shouldBop = (autoBop || doesBop);
if (!autoBop && doesBop) {
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat + length, delegate {
playerInstance.shouldBop = false;
})
});
}
}
public void Flick(double beat, int type)
{
SoundByte.PlayOneShotGame("forkLifter/flick");

View file

@ -13,24 +13,21 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
public static ForkLifterPlayer instance { get; set; }
[Header("Objects")]
public GameObject fork;
public Sprite peaSprite;
public Sprite hitFX;
public Sprite hitFXG;
public Sprite hitFXMiss;
public Sprite hitFX2;
public Transform early, perfect, late;
[SerializeField]
private BoxCollider2D col;
private Animator anim;
private int currentHitInList = 0;
public bool shouldBop;
public int currentEarlyPeasOnFork;
public int currentPerfectPeasOnFork;
public int currentLatePeasOnFork;
private double lastReportedBeat;
private bool isEating = false;
@ -57,6 +54,11 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
{
currentHitInList = 0;
}
if (Conductor.instance.ReportBeat(ref lastReportedBeat) && anim.IsAnimationNotPlaying() && shouldBop)
{
anim.DoScaledAnimationAsync("Player_Bop", 0.5f);
}
}
public void Eat()
@ -68,6 +70,7 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
}
}
// used in an animation event
public void EatConfirm()
{
if (topbun && middleburger && bottombun)

View file

@ -1,25 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_MarchingOrders
{
public class Cadet : MonoBehaviour
{
public bool isSparkler;
// Start is called before the first frame update
void Awake()
{
}
// Update is called once per frame
void Update()
{
}
}
}

View file

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 4579598a91810594cbcd80bff4a2a033
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serializedVersion: 2
defaultReferences: []
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userData:
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View file

@ -18,12 +18,51 @@ using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using Jukebox;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class AgbMarcherLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
public static Minigame AddGame(EventCaller eventCaller)
{
RiqEntity FaceTurnUpdater(string datamodel, RiqEntity entity)
{
if (datamodel == "marchingOrders/face turn")
{
if (entity["type2"] == (int)MarchingOrders.FaceTurnLength.Normal)
{
entity.datamodel = "marchingOrders/faceTurn";
}
else
{
entity.datamodel = "marchingOrders/faceTurnFast";
}
entity.CreateProperty("direction", entity["type"]);
entity.CreateProperty("point", false);
// don't actually need to do this here
//entity.version = 1;
entity.dynamicData.Remove("type");
entity.dynamicData.Remove("type2");
return entity;
}
return null;
}
RiqBeatmap.OnUpdateEntity += FaceTurnUpdater;
RiqEntity MarchUpdater(string datamodel, RiqEntity entity)
{
if (datamodel == "marchingOrders/marching")
{
entity.beat = double.NaN;
return entity;
}
return null;
}
RiqBeatmap.OnUpdateEntity += MarchUpdater;
return new Minigame("marchingOrders", "Marching Orders", "ffb108", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
@ -46,12 +85,13 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("march", "March!")
{
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"]); },
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"]); },
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"], e["shouldMarch"]); },
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"], e["shouldMarch"]); },
defaultLength = 2f,
parameters = new List<Param>
{
new Param("disableVoice", false, "Disable Voice", "Disable the Drill Sergeant's call")
new Param("disableVoice", false, "Disable Voice", "Disable the Drill Sergeant's call"),
new Param("shouldMarch", true, "March", "Disable automatic marching"),
},
priority = 5,
},
@ -96,7 +136,7 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>()
{
new Param("start", true, "Start Moving", "Start moving the conveyor"),
new Param("direction", MarchingOrders.Direction.Right, "Direction", "Direction"),
new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction the cadets will move"),
},
defaultLength = 7f,
resizable = true,
@ -129,7 +169,7 @@ namespace HeavenStudio.Games.Loaders
var e = eventCaller.currentEntity;
MarchingOrders.instance.ForceMarching(e.beat, e.length);
},
preFunctionLength = 1,
preFunctionLength = 0.2f,
resizable = true,
},
@ -137,21 +177,10 @@ namespace HeavenStudio.Games.Loaders
new GameAction("marching", "Start Marching (old)")
{
hidden = true,
preFunction = delegate {
var e = eventCaller.currentEntity;
MarchingOrders.instance.ForceMarching(e.beat, e.length);
},
preFunctionLength = 1,
resizable = true,
},
new GameAction("face turn", "Direction to Turn (old)")
{
hidden = true,
function = delegate {
var e = eventCaller.currentEntity;
MarchingOrders.instance.FaceTurn(e.beat, e["type"], e["type2"], false);
},
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("type", MarchingOrders.Direction.Right, "Direction", "The direction the sergeant wants the cadets to face"),
@ -169,7 +198,6 @@ namespace HeavenStudio.Games.Loaders
namespace HeavenStudio.Games
{
using Scripts_MarchingOrders;
public class MarchingOrders : Minigame
{
public static MarchingOrders instance;
@ -196,10 +224,10 @@ namespace HeavenStudio.Games
bool goBop;
bool shouldClap;
bool keepMarching;
private int marchOtherCount;
private int marchPlayerCount;
private double lastMissBeat;
private double lastReportedBeat;
int marchOtherCount;
int marchPlayerCount;
double lastMissBeat;
double lastReportedBeat;
public static double wantMarch = double.MinValue;
@ -267,8 +295,8 @@ namespace HeavenStudio.Games
if (ConveyorGo[0].AutoScroll && (ConveyorGo[1].gameObject.transform.position.x < 0)) {
foreach (var scroll in ConveyorGo) scroll.AutoScroll = false;
ConveyorGo[0].gameObject.transform.position = new Vector3(0, 0);
ConveyorGo[1].gameObject.transform.position = new Vector3(6.181f, -3.37f);
ConveyorGo[0].gameObject.transform.position = new Vector3(6.181f, -3.37f);
ConveyorGo[1].gameObject.transform.position = new Vector3(0, 0);
}
// input stuff below
@ -377,11 +405,9 @@ namespace HeavenStudio.Games
});
}
public static void SargeMarch(double beat, bool noVoice)
public static void SargeMarch(double beat, bool noVoice, bool march)
{
if (MarchingOrders.wantMarch != double.MinValue) return;
MarchingOrders.wantMarch = beat + 1;
if (march) MarchingOrders.wantMarch = beat + 1;
if (!noVoice) PlaySoundSequence("marchingOrders", "susume", beat);
if (GameManager.instance.currentGame == "marchingOrders") {
@ -393,7 +419,7 @@ namespace HeavenStudio.Games
public void ForceMarching(double beat, float length)
{
for (int i = 0; i < length; i++) {
ScheduleInput(beat + i - 1, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, Empty);
ScheduleInput(beat + i - 0.2f, 0.2f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, Empty);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat + i, delegate {
marchOtherCount++;

View file

@ -79,7 +79,7 @@ namespace HeavenStudio.Games
struct QueuedInterval
{
public double beat;
public float length;
public double length;
}
[Header("Objects")]
@ -93,7 +93,7 @@ namespace HeavenStudio.Games
bool intervalStarted;
double intervalStartBeat;
bool bossBop = true;
public float beatInterval = 4f;
public double beatInterval = 4f;
public bool bossAnnoyed = false;
private double lastReportedBeat = 0f;
const string sfxName = "meatGrinder/";
@ -119,10 +119,7 @@ namespace HeavenStudio.Games
intervalStarted = false;
beatInterval = 4f;
}
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
foreach (var evt in scheduledInputs) evt.Disable();
}
private void Update()
@ -131,13 +128,13 @@ namespace HeavenStudio.Games
TackAnim.DoScaledAnimationAsync("TackEmptyHit", 0.5f);
TackAnim.SetBool("tackMeated", false);
SoundByte.PlayOneShotGame(sfxName+"whiff");
if (bossAnnoyed) BossAnim.DoScaledAnimationAsync("Bop", 0.5f);
bossAnnoyed = false;
}
if (bossAnnoyed) BossAnim.SetBool("bossAnnoyed", true);
if (queuedIntervals.Count > 0) {
foreach (var interval in queuedIntervals) { StartInterval(interval.beat, interval.length); }
foreach (var interval in queuedIntervals) StartInterval(interval.beat, interval.length);
queuedIntervals.Clear();
}
}
@ -153,7 +150,7 @@ namespace HeavenStudio.Games
}
}
public void Bop(double beat, float length, bool doesBop, bool autoBop)
public void Bop(double beat, double length, bool doesBop, bool autoBop)
{
bossBop = autoBop;
if (doesBop) {
@ -169,7 +166,7 @@ namespace HeavenStudio.Games
}
}
public static void PreInterval(double beat, float length)
public static void PreInterval(double beat, double length)
{
if (MeatGrinder.instance.intervalStarted || MeatGrinder.queuedIntervals.Count > 0) return;
@ -178,9 +175,7 @@ namespace HeavenStudio.Games
length = length,
});
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound("meatGrinder/startSignal", beat - 1),
}, forcePlay: true);
SoundByte.PlayOneShotGame("meatGrinder/startSignal", beat - 1, forcePlay: true);
if (GameManager.instance.currentGame == "meatGrinder") {
BeatAction.New(MeatGrinder.instance.gameObject, new List<BeatAction.Action>() {
@ -191,7 +186,7 @@ namespace HeavenStudio.Games
}
}
public void StartInterval(double beat, float length)
public void StartInterval(double beat, double length)
{
if (MeatGrinder.instance.intervalStarted) return;

View file

@ -32,6 +32,7 @@ namespace HeavenStudio.Games.Loaders
var e = eventCaller.currentEntity;
MunchyMonk.instance.MonkMove(e.beat, e.length, e["goToSide"], e["ease"]);
},
defaultLength = 8f,
resizable = true,
parameters = new List<Param>()
{
@ -133,6 +134,20 @@ namespace HeavenStudio.Games.Loaders
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the scroll ramp up have?"),
}
},
new GameAction("CloudMonkey", "Cloud Monkey")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.instance.MoveCloudMonkey(e.beat, e.length, e["start"], e["direction"]);
},
parameters = new List<Param>()
{
new Param("start", true, "Start Moving", "Start moving the monkey"),
new Param("direction", MunchyMonk.WhichSide.Right, "Direction", "The direction the monkey will move."),
},
defaultLength = 8f,
resizable = true,
},
},
new List<string>() {"ntr", "normal"},
"ntrshugyo", "en",
@ -176,6 +191,8 @@ namespace HeavenStudio.Games
[SerializeField] GameObject BrowHolder;
[SerializeField] GameObject StacheHolder;
[SerializeField] GameObject DumplingObj;
[SerializeField] GameObject CloudMonkey;
[SerializeField] ScrollObject CloudMonkeyScroll;
[Header("Animators")]
[SerializeField] Animator OneGiverAnim;
@ -204,7 +221,7 @@ namespace HeavenStudio.Games
// the variables for scroll
bool scrollRampUp;
double scrollBeat;
float scrollLength;
double scrollLength;
float scrollMod;
static float scrollModCurrent = 0;
EasingFunction.Ease scrollEase;
@ -212,7 +229,7 @@ namespace HeavenStudio.Games
// the variables for the monk moving
bool isMoving;
double movingStartBeat;
float movingLength;
double movingLength;
string moveAnim;
EasingFunction.Ease lastEase;
ScrollObject[] scrollObjects;
@ -230,31 +247,39 @@ namespace HeavenStudio.Games
{
scrollObjects = FindObjectsByType<ScrollObject>(FindObjectsSortMode.None);
foreach (var obj in scrollObjects) obj.SpeedMod = scrollModCurrent;
if (growLevel > 0) {
StacheHolder.SetActive(true);
StacheAnim.Play($"Idle{growLevel}");
if (growLevel == 4) {
BrowHolder.SetActive(true);
BrowAnim.Play("Idle");
}
}
}
private void OnDestroy()
{
// reset static variables
if (queuedOnes.Count > 0) queuedOnes.Clear();
if (queuedTwoTwos.Count > 0) queuedThrees.Clear();
if (queuedThrees.Count > 0) queuedThrees.Clear();
// reset static variables only when the game is stopped (so that it carries over between game switches)
if (!Conductor.instance.NotStopped()) {
if (queuedOnes.Count > 0) queuedOnes.Clear();
if (queuedTwoTwos.Count > 0) queuedThrees.Clear();
if (queuedThrees.Count > 0) queuedThrees.Clear();
howManyGulps = 0;
growLevel = 0;
inputsTilGrow = 10;
noBlush = false;
disableBaby = false;
foreach (var evt in scheduledInputs)
{
evt.Disable();
howManyGulps = 0;
growLevel = 0;
inputsTilGrow = 10;
noBlush = false;
disableBaby = false;
}
foreach (var evt in scheduledInputs) evt.Disable();
}
private void Update()
{
// input stuff
if (PlayerInput.Pressed(true) && (!IsExpectingInputNow(InputType.STANDARD_DOWN) || !IsExpectingInputNow(InputType.DIRECTION_DOWN))) {
if (PlayerInput.Pressed(true) && !IsExpectingInputNow(InputType.STANDARD_DOWN)) {
Debug.Log("ooops" + PlayerInput.Pressed(true));
MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
SoundByte.PlayOneShotGame(sfxName+"slap");
isStaring = false;
@ -304,6 +329,10 @@ namespace HeavenStudio.Games
foreach (var obj in scrollObjects) obj.SpeedMod = newPos;
}
if (CloudMonkey.transform.position.x < -5 || CloudMonkey.transform.position.x > 15.5) {
CloudMonkey.SetActive(false);
}
// cue queuing stuff
if (queuedOnes.Count > 0) {
foreach (var dumpling in queuedOnes) OneGoCue(dumpling.beat, dumpling.color1);
@ -335,6 +364,10 @@ namespace HeavenStudio.Games
if (growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (growLevel > 0) StacheAnim.DoScaledAnimationAsync($"Bop{growLevel}", 0.5f);
}
if (CloudMonkey.activeInHierarchy) {
CloudMonkey.GetComponent<Animator>().DoScaledAnimationAsync("Bop", 0.5f);
}
}
}
@ -382,8 +415,10 @@ namespace HeavenStudio.Games
{
PlaySoundSequence("munchyMonk", "one_go", beat);
queuedOnes.Add(new QueuedDumpling()
{ beat = beat, color1 = firstColor, });
queuedOnes.Add(new QueuedDumpling() {
beat = beat,
color1 = firstColor,
});
}
public void OneGoCue(double beat, Color firstColor)
@ -528,7 +563,7 @@ namespace HeavenStudio.Games
if (vineBoom) SoundByte.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
}
public void MonkMove(double beat, float length, int goToSide, int ease)
public void MonkMove(double beat, double length, int goToSide, int ease)
{
movingStartBeat = beat;
movingLength = length;
@ -539,23 +574,35 @@ namespace HeavenStudio.Games
public static void Modifiers(double beat, int inputsTilGrow, bool resetLevel, int setLevel, bool disableBaby, bool shouldBlush)
{
if (MunchyMonk.inputsTilGrow != inputsTilGrow) MunchyMonk.howManyGulps = inputsTilGrow * MunchyMonk.growLevel;
if (setLevel != 0) MunchyMonk.growLevel = setLevel;
if (MunchyMonk.inputsTilGrow != inputsTilGrow) {
// no matter what you set inputsTilGrow to, it will reset howManyGulps to a value inbetween the level-ups relative to the old level and old inputsTilGrow.
MunchyMonk.howManyGulps = ((inputsTilGrow * MunchyMonk.growLevel) + inputsTilGrow * (MunchyMonk.howManyGulps % MunchyMonk.inputsTilGrow)/MunchyMonk.inputsTilGrow);
MunchyMonk.inputsTilGrow = inputsTilGrow;
}
if (setLevel != 0) {
MunchyMonk.growLevel = setLevel;
MunchyMonk.howManyGulps = setLevel*inputsTilGrow;
if (GameManager.instance.currentGame == "munchyMonk") {
MunchyMonk.instance.StacheAnim.Play($"Idle{setLevel}", 0, 0);
MunchyMonk.instance.StacheHolder.SetActive(true);
}
}
if (resetLevel) {
MunchyMonk.growLevel = 0;
MunchyMonk.howManyGulps = 0;
if (GameManager.instance.currentGame == "munchyMonk") MunchyMonk.instance.StacheHolder.SetActive(false);
}
MunchyMonk.noBlush = !shouldBlush;
MunchyMonk.inputsTilGrow = inputsTilGrow;
MunchyMonk.disableBaby = disableBaby;
if (GameManager.instance.currentGame == "munchyMonk")
MunchyMonk.instance.Baby.SetActive(!disableBaby);
}
public void ScrollBG(double beat, float length, float scrollSpeed, int ease)
public void ScrollBG(double beat, double length, float scrollSpeed, int ease)
{
scrollBeat = beat;
scrollLength = length;
@ -563,5 +610,14 @@ namespace HeavenStudio.Games
scrollRampUp = true;
scrollEase = (EasingFunction.Ease)ease;
}
public void MoveCloudMonkey(double beat, double length, bool go, int direction)
{
bool wasActive = CloudMonkey.activeInHierarchy;
CloudMonkey.SetActive(true);
CloudMonkeyScroll.SpeedMod = (float)((direction == 0 ? 34 : -34)/length)*(Conductor.instance.songBpm/100);
CloudMonkeyScroll.AutoScroll = go;
if (!wasActive) CloudMonkey.transform.position = new Vector3((direction == 0 ? -5f : 15.5f), 0, 0);
}
}
}

View file

@ -15,20 +15,24 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public GameObject Projectile;
public Animator anim;
public bool shouldBop = false;
public int row;
public int col;
double lastReportedBeat;
double startJumpTime = double.MinValue;
float jumpLength = 1f;
float jumpHeight = 4f;
int jumpAlt;
private bool hasJumped = false;
bool shouldntBop = false;
bool hasJumped = false;
double startThrowTime = double.MinValue;
float throwLength = 4f;
float throwHeight = 12f;
private bool hasThrown = false;
void Awake()
@ -67,6 +71,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
{
if (hasJumped)
{
shouldntBop = false;
hasJumped = false;
PajamaParty.instance.DoBedImpact();
anim.DoScaledAnimationAsync("MonkeyLand");
@ -98,10 +103,19 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
anim.DoUnscaledAnimation("MonkeyBeat");
Projectile.SetActive(false);
hasThrown = false;
shouldntBop = false;
}
}
}
private void LateUpdate()
{
if (Conductor.instance.ReportBeat(ref lastReportedBeat) && anim.IsAnimationNotPlaying() && !hasThrown && !shouldntBop && shouldBop)
{
anim.DoScaledAnimationAsync("MonkeyBeat", 0.5f);
}
}
public void Jump(double beat, int alt = 1)
{
startJumpTime = beat;
@ -114,6 +128,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public void Charge(double beat)
{
shouldntBop = true;
anim.DoUnscaledAnimation("MonkeyReady");
}
@ -126,6 +141,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public void ReadySleep(double beat, int action)
{
shouldntBop = true;
var cond = Conductor.instance;
startThrowTime = double.MinValue;
Projectile.transform.localPosition = new Vector3(0, 0);

View file

@ -16,27 +16,31 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public GameObject Projectile_Root;
public Animator anim;
double lastReportedBeat;
double startJumpTime = double.MinValue;
float jumpLength = 0;
float jumpHeight = 0;
bool jumpNg = false;
private bool hasJumped = false;
private bool canJump = true;
bool canJump = true;
bool hasJumped = false;
private bool charging = false;
private bool canCharge = true;
private bool startedSleeping = false;
double startThrowTime = double.MinValue;
float throwLength = 0;
float throwHeight = 0;
// true = throw, false = dropped ("Out")
bool throwType = true;
bool throwType = true; // true = throw, false = dropped ("Out")
bool hasThrown = false;
bool throwNg = false;
bool longSleep = false;
public bool canSleep = false;
public bool shouldBop = false;
void Awake()
{
@ -44,7 +48,6 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
longSleep = false;
}
// Update is called once per frame
void Update()
{
var cond = Conductor.instance;
@ -145,6 +148,14 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
}
}
private void LateUpdate()
{
if (Conductor.instance.ReportBeat(ref lastReportedBeat) && anim.IsAnimationNotPlaying() && !hasThrown && !startedSleeping && canCharge && shouldBop)
{
anim.DoScaledAnimationAsync("MakoBeat", 0.5f);
}
}
public void ProjectileThrow(double beat, bool drop = false, bool ng = false)
{
throwNg = ng;
@ -167,6 +178,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public void PlayerJump(double beat, bool pressout = false, bool ng = false)
{
startedSleeping = false;
startJumpTime = beat;
canCharge = false;
canJump = false;
@ -179,6 +191,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public void StartCharge()
{
startedSleeping = false;
canJump = false;
anim.DoUnscaledAnimation("MakoReady");
charging = true;
@ -312,6 +325,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
// sleep cue
public void StartSleepSequence(double beat, bool alt, int action)
{
startedSleeping = true;
if (hasJumped)
{
hasJumped = false;

View file

@ -14,36 +14,58 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("pajamaParty", "Pajama Party", "fc9ac3", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.Bop(e.beat, e.length, e["bop"], e["autoBop"]); },
parameters = new List<Param>()
{
new Param("bop", true, "Keep Bopping", "Should Mako and the monkeys bop for the duration of the block?"),
new Param("autoBop", false, "Keep Bopping (Auto)", "Should Mako and the monkeys bop indefinitely?"),
},
resizable = true,
},
// both same timing
new GameAction("jump (side to middle)", "Side to Middle Jumps")
{
function = delegate {PajamaParty.instance.DoThreeJump(eventCaller.currentEntity.beat);},
function = delegate { PajamaParty.instance.DoThreeJump(eventCaller.currentEntity.beat); },
defaultLength = 4f,
inactiveFunction = delegate {PajamaParty.WarnThreeJump(eventCaller.currentEntity.beat);}
inactiveFunction = delegate { PajamaParty.WarnThreeJump(eventCaller.currentEntity.beat); }
},
new GameAction("jump (back to front)", "Back to Front Jumps")
{
function =delegate {PajamaParty.instance.DoFiveJump(eventCaller.currentEntity.beat);},
function = delegate { PajamaParty.instance.DoFiveJump(eventCaller.currentEntity.beat); },
defaultLength = 4f,
inactiveFunction = delegate {PajamaParty.WarnFiveJump(eventCaller.currentEntity.beat);}
inactiveFunction = delegate { PajamaParty.WarnFiveJump(eventCaller.currentEntity.beat); }
},
//idem
new GameAction("slumber", "Slumber")
{
function = delegate {var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e["toggle"], e["type"]);},
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e["toggle"], e["type"]); },
defaultLength = 8f,
parameters = new List<Param>()
{
new Param("type", PajamaParty.SleepType.Normal, "Sleep Type", "Type of sleep action to use"),
new Param("toggle", false, "Alt. Animation", "Use an alternate animation for Mako")
},
inactiveFunction = delegate {var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e["toggle"], e["type"]);}
inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e["toggle"], e["type"]); }
},
new GameAction("throw", "Throw Pillows")
{
function = delegate {PajamaParty.instance.DoThrowSequence(eventCaller.currentEntity.beat);},
function = delegate { PajamaParty.instance.DoThrowSequence(eventCaller.currentEntity.beat); },
defaultLength = 8f,
inactiveFunction = delegate {PajamaParty.WarnThrowSequence(eventCaller.currentEntity.beat);}
inactiveFunction = delegate { PajamaParty.WarnThrowSequence(eventCaller.currentEntity.beat); }
},
new GameAction("instant slumber", "Instant Slumber")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoInstantSleep(e.beat + e.length - 1, e["type"]); },
defaultLength = 0.5f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnInstantSleep(e.beat, e.length, e["type"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("type", PajamaParty.SleepType.Normal, "Sleep Type", "Type of sleep action to use"),
},
priority = 5,
},
// todo cosmetic crap
// background stuff
@ -79,8 +101,10 @@ namespace HeavenStudio.Games
static double WantFiveJump = double.MinValue;
static double WantThrowSequence = double.MinValue;
static double WantSleepSequence = double.MinValue;
static double WantInstantSleep = Single.MinValue;
static bool WantSleepType = false;
static int WantSleepAction = (int) PajamaParty.SleepType.Normal;
static int WantInstantSleepAction = (int) PajamaParty.SleepType.Normal;
public enum SleepType {
Normal,
@ -151,6 +175,32 @@ namespace HeavenStudio.Games
DoSleepSequence(WantSleepSequence, WantSleepType, WantSleepAction, false);
WantSleepSequence = double.MinValue;
}
if (WantInstantSleep != double.MinValue)
{
DoInstantSleep(WantInstantSleep, WantInstantSleepAction);
WantInstantSleep = double.MinValue;
}
}
public void Bop(double beat, double length, bool doesBop, bool autoBop)
{
void Bops(bool bop) {
Mako.shouldBop = bop;
for (int y = 0; y < 5; y++) {
for (int x = 0; x < 5; x++) {
if (!(y == 0 && x == 2)) monkeys[x, y].shouldBop = bop;
}
}
}
Bops(autoBop || doesBop);
if (!autoBop && doesBop) {
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat + length, delegate {
Bops(false);
})
});
}
}
public void DoThreeJump(double beat, bool doSound = true)
@ -240,8 +290,8 @@ namespace HeavenStudio.Games
BeatAction.New(Mako.Player, new List<BeatAction.Action>()
{
new BeatAction.Action( beat + 2f, delegate { MonkeyCharge(beat + 2f); } ),
new BeatAction.Action( beat + 3f, delegate { MonkeyThrow(beat + 3f); } ),
new BeatAction.Action(beat + 2f, delegate { MonkeyCharge(beat + 2f); } ),
new BeatAction.Action(beat + 3f, delegate { MonkeyThrow(beat + 3f); } ),
});
}
@ -267,7 +317,6 @@ namespace HeavenStudio.Games
public void DoSleepSequence(double beat, bool alt = false, int action = (int) PajamaParty.SleepType.Normal, bool doSound = true)
{
var cond = Conductor.instance;
Mako.StartSleepSequence(beat, alt, action);
MonkeySleep(beat, action);
if (doSound)
@ -294,6 +343,35 @@ namespace HeavenStudio.Games
WantSleepAction = action;
}
public void DoInstantSleep(double deslumber, int action)
{
Mako.anim.Play("MakoSleepJust", -1, 1);
for (int y = 0; y < 5; y++) {
for (int x = 0; x < 5; x++) {
if (!(y == 0 && x == 2)) monkeys[x, y].anim.Play("MonkeySleep02", -1, 1);
}
}
if (action == 1) return;
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(deslumber, delegate {
Mako.anim.DoScaledAnimationAsync("MakoAwake", 0.5f);
SoundByte.PlayOneShotGame("pajamaParty/siestaDone");
for (int y = 0; y < 5; y++) {
for (int x = 0; x < 5; x++) {
if (!(y == 0 && x == 2)) monkeys[x, y].anim.DoScaledAnimationAsync("MonkeyAwake", 0.5f);
}
}
}),
});
}
public static void WarnInstantSleep(double beat, double length, int action)
{
WantInstantSleep = beat + length - 1;
WantInstantSleepAction = action;
}
public void DoBedImpact()
{
Bed.GetComponent<Animator>().Play("BedImpact", -1, 0);

View file

@ -37,9 +37,7 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("passTurn", "Pass Turn")
{
function = delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.PassTurn(e.beat, e.length); },
resizable = true,
preFunction = delegate { var e = eventCaller.currentEntity; RhythmTweezers.PrePassTurn(e.beat, e.length); }
preFunction = delegate { var e = eventCaller.currentEntity; RhythmTweezers.PrePassTurn(e.beat); },
},
new GameAction("next vegetable", "Swap Vegetable")
{
@ -349,44 +347,72 @@ namespace HeavenStudio.Games
crHandlerInstance.StartInterval(beat, interval);
}
public void PassTurn(double beat, float length)
public void PassTurn(double beat)
{
if (crHandlerInstance.queuedEvents.Count > 0)
{
hairsLeft = crHandlerInstance.queuedEvents.Count;
foreach (var crEvent in crHandlerInstance.queuedEvents)
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
if (crEvent.tag == "Hair")
new BeatAction.Action(beat - 1, delegate
{
Hair hairToInput = spawnedHairs.Find(x => x.createBeat == crEvent.beat);
hairToInput.StartInput(beat + length, crEvent.relativeBeat);
}
else if (crEvent.tag == "Long")
hairsLeft = crHandlerInstance.queuedEvents.Count;
foreach (var crEvent in crHandlerInstance.queuedEvents)
{
if (crEvent.tag == "Hair")
{
Hair hairToInput = spawnedHairs.Find(x => x.createBeat == crEvent.beat);
hairToInput.StartInput(beat, crEvent.relativeBeat);
}
else if (crEvent.tag == "Long")
{
LongHair hairToInput = spawnedLongs.Find(x => x.createBeat == crEvent.beat);
hairToInput.StartInput(beat, crEvent.relativeBeat);
}
}
crHandlerInstance.queuedEvents.Clear();
}),
new BeatAction.Action(beat, delegate
{
LongHair hairToInput = spawnedLongs.Find(x => x.createBeat == crEvent.beat);
hairToInput.StartInput(beat + length, crEvent.relativeBeat);
}
}
crHandlerInstance.queuedEvents.Clear();
if (crHandlerInstance.queuedEvents.Count > 0)
{
hairsLeft += crHandlerInstance.queuedEvents.Count;
foreach (var crEvent in crHandlerInstance.queuedEvents)
{
if (crEvent.tag == "Hair")
{
Hair hairToInput = spawnedHairs.Find(x => x.createBeat == crEvent.beat);
hairToInput.StartInput(beat, crEvent.relativeBeat);
}
else if (crEvent.tag == "Long")
{
LongHair hairToInput = spawnedLongs.Find(x => x.createBeat == crEvent.beat);
hairToInput.StartInput(beat, crEvent.relativeBeat);
}
}
crHandlerInstance.queuedEvents.Clear();
}
})
});
}
}
public static void PrePassTurn(double beat, float length)
public static void PrePassTurn(double beat)
{
if (GameManager.instance.currentGame == "rhythmTweezers")
{
instance.SetPassTurnValues(beat + length);
instance.SetPassTurnValues(beat);
instance.PassTurn(beat);
}
else
{
passedTurns.Add(beat + length);
passedTurns.Add(beat);
}
}
private void SetPassTurnValues(double startBeat)
{
if (crHandlerInstance.intervalLength <= 0) return;
passTurnBeat = startBeat - 1f;
passTurnBeat = startBeat - 1;
passTurnEndBeat = startBeat + crHandlerInstance.intervalLength;
}
@ -489,6 +515,7 @@ namespace HeavenStudio.Games
foreach (var turn in passedTurns)
{
SetPassTurnValues(turn);
PassTurn(turn);
}
passedTurns.Clear();
}

View file

@ -113,12 +113,12 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("passTurn", "Pass Turn")
{
function = delegate { var e = eventCaller.currentEntity; Rockers.instance.PassTurn(e.beat, e.length, e["moveCamera"]); },
resizable = true,
preFunction = delegate { var e = eventCaller.currentEntity; Rockers.PrePassTurn(e.beat, e["moveCamera"]); },
parameters = new List<Param>
{
new Param("moveCamera", true, "Move Camera", "Should the camera move?")
}
},
preFunctionLength = 1
},
new GameAction("cmon", "C'mon!")
{
@ -322,6 +322,7 @@ namespace HeavenStudio.Games
using Scripts_Rockers;
using Starpelly;
using System;
using UnityEngine.UIElements;
public class Rockers : Minigame
{
@ -529,6 +530,14 @@ namespace HeavenStudio.Games
return tempEvents;
}
struct QueuedPassTurn
{
public double beat;
public bool moveCamera;
}
private static List<QueuedPassTurn> passedTurns = new List<QueuedPassTurn>();
private void Start()
{
if (PlayerInput.Pressing())
@ -593,6 +602,15 @@ namespace HeavenStudio.Games
queuedPreInterval.Clear();
}
if (passedTurns.Count > 0)
{
foreach (var turn in passedTurns)
{
PassTurn(turn.beat, turn.moveCamera);
}
passedTurns.Clear();
}
float normalizedBeat = cond.GetPositionFromBeat(cameraMoveBeat, 1f);
if (normalizedBeat >= 0f && normalizedBeat <= 1f)
@ -972,14 +990,29 @@ namespace HeavenStudio.Games
}
}
public void PassTurn(double beat, float length, bool moveCamera)
public static void PrePassTurn(double beat, bool moveCamera)
{
if (GameManager.instance.currentGame == "rockers")
{
instance.PassTurn(beat, moveCamera);
}
else
{
passedTurns.Add(new QueuedPassTurn
{
beat = beat,
moveCamera = moveCamera
});
}
}
private void PassTurn(double beat, bool moveCamera)
{
if (crHandlerInstance.queuedEvents.Count > 0)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + (length / 2), delegate
new BeatAction.Action(beat -1, delegate
{
List<CallAndResponseHandler.CallAndResponseEvent> crEvents = crHandlerInstance.queuedEvents;
@ -988,26 +1021,51 @@ namespace HeavenStudio.Games
if (crEvent.tag == "riff")
{
RockersInput riffComp = Instantiate(rockerInputRef, transform);
riffComp.Init(crEvent["gleeClub"], new int[6] { crEvent["1"], crEvent["2"], crEvent["3"], crEvent["4"], crEvent["5"], crEvent["6"] }, beat, length + crEvent.relativeBeat,
riffComp.Init(crEvent["gleeClub"], new int[6] { crEvent["1"], crEvent["2"], crEvent["3"], crEvent["4"], crEvent["5"], crEvent["6"] }, beat, crEvent.relativeBeat,
(PremadeSamples)crEvent["sample"], crEvent["sampleTones"]);
ScheduleInput(beat, length + crEvent.relativeBeat + crEvent.length, InputType.STANDARD_DOWN, JustMute, MuteMiss, Empty);
ScheduleInput(beat, crEvent.relativeBeat + crEvent.length, InputType.STANDARD_DOWN, JustMute, MuteMiss, Empty);
}
else if (crEvent.tag == "bend")
{
RockerBendInput bendComp = Instantiate(rockerBendInputRef, transform);
bendComp.Init(crEvent["Pitch"], beat, length + crEvent.relativeBeat);
ScheduleInput(beat, length + crEvent.relativeBeat + crEvent.length, InputType.DIRECTION_UP, JustUnBend, UnBendMiss, Empty);
bendComp.Init(crEvent["Pitch"], beat, crEvent.relativeBeat);
ScheduleInput(beat, crEvent.relativeBeat + crEvent.length, InputType.DIRECTION_UP, JustUnBend, UnBendMiss, Empty);
}
}
crHandlerInstance.queuedEvents.Clear();
}),
new BeatAction.Action(beat + length, delegate { JJ.UnHold(); })
new BeatAction.Action(beat, delegate
{
JJ.UnHold();
if (crHandlerInstance.queuedEvents.Count > 0)
{
List<CallAndResponseHandler.CallAndResponseEvent> crEvents = crHandlerInstance.queuedEvents;
foreach (var crEvent in crEvents)
{
if (crEvent.tag == "riff")
{
RockersInput riffComp = Instantiate(rockerInputRef, transform);
riffComp.Init(crEvent["gleeClub"], new int[6] { crEvent["1"], crEvent["2"], crEvent["3"], crEvent["4"], crEvent["5"], crEvent["6"] }, beat, crEvent.relativeBeat,
(PremadeSamples)crEvent["sample"], crEvent["sampleTones"]);
ScheduleInput(beat, crEvent.relativeBeat + crEvent.length, InputType.STANDARD_DOWN, JustMute, MuteMiss, Empty);
}
else if (crEvent.tag == "bend")
{
RockerBendInput bendComp = Instantiate(rockerBendInputRef, transform);
bendComp.Init(crEvent["Pitch"], beat, crEvent.relativeBeat);
ScheduleInput(beat, crEvent.relativeBeat + crEvent.length, InputType.DIRECTION_UP, JustUnBend, UnBendMiss, Empty);
}
}
crHandlerInstance.queuedEvents.Clear();
}
})
});
if (moveCamera)
{
lastTargetCameraX = GameCamera.additionalPosition.x;
targetCameraX = Soshi.transform.localPosition.x;
cameraMoveBeat = beat;
cameraMoveBeat = beat - 1;
}
}
}

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