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Rain now slows down in sneaky spirits (#313)
* Rain now slows down in sneaky spirits * Visual adjustments * Sigh
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2 changed files with 15 additions and 3 deletions
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@ -1140,7 +1140,7 @@ ParticleSystem:
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m_PostInfinity: 2
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m_RotationOrder: 4
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randomizeRotationDirection: 0
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maxNumParticles: 100
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maxNumParticles: 40
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size3D: 0
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rotation3D: 0
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gravityModifier:
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@ -16975,6 +16975,8 @@ MonoBehaviour:
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- {fileID: 5346254735527655265}
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- {fileID: 4295673444852022141}
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- {fileID: 9019885175047260189}
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normalRain: {fileID: 2010818742874192372}
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slowRain: {fileID: 7630866677535136957}
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--- !u!1 &7556994794361785014
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GameObject:
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m_ObjectHideFlags: 0
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@ -17073,7 +17075,7 @@ ParticleSystem:
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m_GameObject: {fileID: 7630866677535136957}
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serializedVersion: 7
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lengthInSec: 5
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simulationSpeed: 0.002
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simulationSpeed: 0.008
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stopAction: 0
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cullingMode: 0
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ringBufferMode: 0
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@ -71,6 +71,8 @@ namespace HeavenStudio.Games
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[SerializeField] GameObject arrowMissPrefab;
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[SerializeField] GameObject ghostMissPrefab;
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[SerializeField] List<Transform> ghostPositions = new List<Transform>();
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[SerializeField] GameObject normalRain;
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[SerializeField] GameObject slowRain;
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[Header("Variables")]
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private static List<QueuedGhost> queuedGhosts = new List<QueuedGhost>();
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private bool hasArrowLoaded;
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@ -301,7 +303,13 @@ namespace HeavenStudio.Games
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spawnedDeath.gameObject.SetActive(true);
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Jukebox.PlayOneShotGame("sneakySpirits/hit");
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bowAnim.DoScaledAnimationAsync("BowRecoil", 0.25f);
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if (slowDown) Conductor.instance.SetMinigamePitch(0.25f);
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if (slowDown)
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{
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slowRain.SetActive(true);
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normalRain.SetActive(false);
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Conductor.instance.SetMinigamePitch(0.25f);
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}
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doorAnim.DoScaledAnimationAsync("DoorOpen", 0.5f);
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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@ -309,6 +317,8 @@ namespace HeavenStudio.Games
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{
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if (slowDown) Conductor.instance.SetMinigamePitch(1f);
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doorAnim.DoScaledAnimationAsync("DoorClose", 0.5f);
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slowRain.SetActive(false);
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normalRain.SetActive(true);
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})
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});
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}
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