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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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Mr Upbeat and Lockstep Animation fixes (#238)
* mr upbeat input fix + lockstep offbeat switch event seperation * Lockstep + MrUpbeat animation fixes
This commit is contained in:
parent
07b9f8dff1
commit
a70a175783
3 changed files with 26 additions and 10 deletions
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@ -1,6 +1,7 @@
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/* I do not know crap about Unity or C#
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/* I do not know crap about Unity or C#
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Almost none of this code is mine, but it's all fair game when the game you're stealing from
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Almost none of this code is mine, but it's all fair game when the game you're stealing from
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borrowed from other games */
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borrowed from other games */
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//Don't worry Raffy everyone starts somewhere - Rasmus
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using HeavenStudio.Util;
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using HeavenStudio.Util;
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using System;
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using System;
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@ -275,7 +276,7 @@ namespace HeavenStudio.Games
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if (state >= 1f || state <= -1f)
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if (state >= 1f || state <= -1f)
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{
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{
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var cond = Conductor.instance;
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var cond = Conductor.instance;
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var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
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var beatAnimCheck = Math.Round(caller.startBeat * 2);
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if (beatAnimCheck % 2 != 0)
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if (beatAnimCheck % 2 != 0)
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{
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{
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Jukebox.PlayOneShotGame("lockstep/tink");
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Jukebox.PlayOneShotGame("lockstep/tink");
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@ -288,13 +289,12 @@ namespace HeavenStudio.Games
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}
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}
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return;
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return;
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}
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}
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Success();
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Success(caller.startBeat);
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}
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}
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public void Success()
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public void Success(float beat)
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{
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{
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var cond = Conductor.instance;
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var beatAnimCheck = Math.Round(beat * 2);
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var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
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if (beatAnimCheck % 2 != 0)
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if (beatAnimCheck % 2 != 0)
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{
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{
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Jukebox.PlayOneShotGame($"lockstep/marchOffbeat{UnityEngine.Random.Range(1, 3)}");
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Jukebox.PlayOneShotGame($"lockstep/marchOffbeat{UnityEngine.Random.Range(1, 3)}");
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@ -309,8 +309,7 @@ namespace HeavenStudio.Games
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public void Miss(PlayerActionEvent caller)
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public void Miss(PlayerActionEvent caller)
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{
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{
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var cond = Conductor.instance;
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var beatAnimCheck = Math.Round(caller.startBeat * 2);
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var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
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if (beatAnimCheck % 2 != 0 && currentMissStage != HowMissed.MissedOff)
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if (beatAnimCheck % 2 != 0 && currentMissStage != HowMissed.MissedOff)
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{
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{
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@ -58,6 +58,7 @@ namespace HeavenStudio.Games
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public float beat;
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public float beat;
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public bool goRight;
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public bool goRight;
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}
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}
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bool startLeft;
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public static MrUpbeat instance;
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public static MrUpbeat instance;
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@ -101,6 +102,14 @@ namespace HeavenStudio.Games
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});
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});
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}
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}
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}
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}
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if (queuedInputs.Count % 2 != 0)
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{
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startLeft = true;
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}
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else
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{
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startLeft = false;
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}
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queuedInputs.Clear();
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queuedInputs.Clear();
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}
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}
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if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
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if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
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@ -132,7 +141,7 @@ namespace HeavenStudio.Games
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if (GameManager.instance.currentGame == "mrUpbeat")
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if (GameManager.instance.currentGame == "mrUpbeat")
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{
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{
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float offSet = 0;
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float offSet = 0;
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if (!MrUpbeat.instance.isPlaying(MrUpbeat.instance.metronomeAnim, "MetronomeIdle") && !MrUpbeat.instance.isPlaying(MrUpbeat.instance.metronomeAnim, "MetronomeGoRight"))
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if (MrUpbeat.instance.startLeft)
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{
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{
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offSet = 1;
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offSet = 1;
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}
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}
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@ -157,6 +166,14 @@ namespace HeavenStudio.Games
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}
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}
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}
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}
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if ((length + 1) % 2 != 0)
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{
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MrUpbeat.instance.startLeft = true;
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}
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else
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{
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MrUpbeat.instance.startLeft = false;
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}
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}
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}
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else
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else
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{
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{
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@ -24,13 +24,13 @@ namespace HeavenStudio.Games.Loaders
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{
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{
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.MonkeyInput(e.beat, false); },
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.MonkeyInput(e.beat, false); },
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defaultLength = 0.5f,
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defaultLength = 0.5f,
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priority = 1
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priority = 2
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},
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},
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new GameAction("hit", "Hit")
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new GameAction("hit", "Hit")
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{
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{
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.MonkeyInput(e.beat, true); },
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function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.MonkeyInput(e.beat, true); },
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defaultLength = 0.5f,
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defaultLength = 0.5f,
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priority = 1
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priority = 2
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},
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},
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new GameAction("pass turn", "Pass Turn")
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new GameAction("pass turn", "Pass Turn")
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{
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{
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