mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 17:45:16 +00:00
Merge pull request #63 from Slaith12/main
Prevented out of order initialization
This commit is contained in:
commit
abf86b4258
40 changed files with 50 additions and 100 deletions
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@ -33,10 +33,6 @@ namespace HeavenStudio.Games
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private void Awake()
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{
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instance = this;
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}
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private void Update()
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{
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headAndBodyAnim.SetBool("ShouldOpenMouth", foodHolder.childCount != 0);
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if (PlayerInput.GetAnyDirectionDown())
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@ -48,13 +48,8 @@ namespace HeavenStudio.Games
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environmentMaterials = environmentRenderer.materials;
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beltMaterial = Instantiate(environmentMaterials[8]);
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environmentMaterials[8] = beltMaterial;
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}
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void Start()
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{
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renderQuadTrans.gameObject.SetActive(true);
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var cam = GameCamera.instance.camera;
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var camHeight = 2f * cam.orthographicSize;
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var camWidth = camHeight * cam.aspect;
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@ -32,7 +32,7 @@ namespace HeavenStudio.Games
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instance = this;
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}
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private void Start()
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private void InitLions()
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{
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float startPos = -3.066667f;
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float maxWidth = 12.266668f;
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@ -53,6 +53,7 @@ namespace HeavenStudio.Games
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if (i == lionCount - 1)
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ClappyTrioPlayer = lion.AddComponent<ClappyTrioPlayer>();
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}
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}
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private void Update()
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@ -161,7 +162,7 @@ namespace HeavenStudio.Games
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Lion.RemoveRange(1, lionCount - 1);
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lionCount = lions;
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SetFace(0, 0);
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Start();
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InitLions();
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PlayAnimationAll("Idle");
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}
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@ -18,7 +18,7 @@ namespace HeavenStudio.Games.Scripts_ClappyTrio
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private GameObject clapEffect;
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new int aceTimes = 0;
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private void Start()
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private void Awake()
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{
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clapEffect = transform.GetChild(4).GetChild(3).gameObject;
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}
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@ -51,12 +51,8 @@ namespace HeavenStudio.Games
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private void Awake()
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{
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instance = this;
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}
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private void Start()
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{
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// Finding grass sprite width for grass scrolling.
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instance = this;// Finding grass sprite width for grass scrolling.
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farmer.Init()
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var grassSprite = grass.sprite;
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var borderLeft = grassSprite.rect.xMin + grassSprite.border.x;
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var borderRight = grassSprite.rect.xMax - grassSprite.border.z;
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@ -295,7 +291,7 @@ namespace HeavenStudio.Games
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var veggieX = (beat - startBeat) * -stepDistance / 2f;
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newVeggie.transform.localPosition = new Vector3(veggieX, 0f, 0f);
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newVeggie.Init();
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newVeggie.gameObject.SetActive(true);
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}
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@ -12,7 +12,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp
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private CropStomp game;
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private void Start()
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public void Init()
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{
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game = CropStomp.instance;
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}
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@ -33,7 +33,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp
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private CropStomp game;
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private void Start()
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public void Init()
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{
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game = CropStomp.instance;
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@ -32,11 +32,8 @@ namespace HeavenStudio.Games
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private void Awake()
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{
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instance = this;
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}
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private void Start()
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{
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djYellowAnim = djYellow.GetComponent<Animator>();
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student.Init();
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}
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private void Update()
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@ -31,7 +31,7 @@ namespace HeavenStudio.Games.Scripts_DJSchool
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private DJSchool game;
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private void Start()
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public void Init()
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{
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game = DJSchool.instance;
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anim = GetComponent<Animator>();
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@ -14,7 +14,7 @@ namespace HeavenStudio.Games.Scripts_DrummingPractice
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private bool hasHit = false;
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// Start is called before the first frame update
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void Start()
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void Awake()
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{
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PlayerActionInit(gameObject, startBeat);
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}
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@ -43,10 +43,10 @@ namespace HeavenStudio.Games
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private void Awake()
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{
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instance = this;
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SetMiis();
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}
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// TODO: Move this to OnGameSwitch() when functional?
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private void Start()
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public void OnGameSwitch()
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{
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SetMiis();
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}
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@ -62,12 +62,7 @@ namespace HeavenStudio.Games
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private void Awake()
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{
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instance = this;
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}
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const int FAN_COUNT = 12;
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const float RADIUS = 1.3f;
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private void Start()
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{
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Spectators = new List<GameObject>();
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idolAnimator = Arisa.GetComponent<Animator>();
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@ -86,14 +81,16 @@ namespace HeavenStudio.Games
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for (int i = 0; i < FAN_COUNT; i++)
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{
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GameObject mobj = Instantiate(spectator, spectatorAnchor.transform.parent);
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NtrIdolFan fan = mobj.GetComponent<NtrIdolFan>();
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mobj.transform.localPosition = new Vector3(spawnPos.x, spawnPos.y, spawnPos.z);
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mobj.GetComponent<SortingGroup>().sortingOrder = i + sortOrigin;
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if (i == 3)
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{
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Player = mobj.GetComponent<NtrIdolFan>();
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Player = fan;
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Player.player = true;
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}
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Spectators.Add(mobj);
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fan.Init();
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//prepare spawn point of next spectator
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spawnPos.x += RADIUS * 2;
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@ -111,6 +108,9 @@ namespace HeavenStudio.Games
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}
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}
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const int FAN_COUNT = 12;
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const float RADIUS = 1.3f;
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public override void OnGameSwitch(float beat)
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{
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if (wantHais != Single.MinValue)
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@ -36,7 +36,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
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private bool inputHit = false;
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private bool hasHit = false;
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public void Start()
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public void Init()
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{
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if (player)
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upcomingHits = new Queue<KeyValuePair<float, int>>(); // beat, type
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@ -9,7 +9,7 @@ namespace HeavenStudio.Games
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public class Fireworks : Minigame
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{
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// Start is called before the first frame update
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void Start()
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void Awake()
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{
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}
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@ -11,7 +11,7 @@ namespace HeavenStudio.Games.Scripts_Fireworks
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public bool isSparkler;
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// Start is called before the first frame update
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void Start()
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void Awake()
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{
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}
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@ -45,10 +45,6 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
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private void Awake()
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{
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instance = this;
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}
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private void Start()
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{
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anim = GetComponent<Animator>();
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}
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@ -16,7 +16,7 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
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public int type;
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private void Start()
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private void Awake()
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{
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anim = GetComponent<Animator>();
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@ -24,7 +24,7 @@ namespace HeavenStudio.Games.Global
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private List<Beatmap.Entity> allFadeEvents = new List<Beatmap.Entity>();
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private void Start()
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private void Awake()
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{
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this.gameObject.transform.SetParent(GameManager.instance.gameObject.transform);
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gameObject.layer = LayerMask.NameToLayer("Flash");
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@ -20,7 +20,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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public GameObject shadow;
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private void Start()
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private void Awake()
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{
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SpriteRenderer = this.gameObject.GetComponent<SpriteRenderer>();
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SpriteRenderer.sprite = KarateMan.instance.BarrelSprites[spriteIndex];
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@ -29,7 +29,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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[SerializeField] private AnimationCurve outCurve;
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[SerializeField] private AnimationCurve shadowHitCurve;
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private void Start()
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private void Awake()
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{
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anim = GetComponent<Animator>();
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@ -17,7 +17,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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public GameObject pot;
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private void Start()
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private void Awake()
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{
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SpriteRenderer sr = gameObject.AddComponent<SpriteRenderer>();
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sr.sprite = KarateMan.instance.CookingPotSprites[1];
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@ -56,7 +56,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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private int missTimes = 0;
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private void Start()
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private void Awake()
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{
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anim = GetComponent<Animator>();
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spriteComp = Sprite.GetComponent<SpriteRenderer>();
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@ -30,10 +30,6 @@ namespace HeavenStudio.Games
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private void Awake()
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{
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instance = this;
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}
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private void Start()
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{
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canGo = false;
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man.stepTimes = 0;
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SetInterval(0);
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@ -14,7 +14,7 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
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private bool passedFirst = false;
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public float beatOffset = 0;
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private void Start()
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private void Awake()
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{
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PlayerActionInit(gameObject, startBeat);
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}
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@ -15,7 +15,7 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
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private Animator opponentAnim;
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private Conductor cond;
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void Awake()
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public void Init()
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{
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game = RhythmRally.instance;
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playerAnim = game.playerAnim;
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@ -55,13 +55,9 @@ namespace HeavenStudio.Games
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private void Awake()
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{
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instance = this;
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}
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void Start()
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{
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paddlers.Init();
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renderQuadTrans.gameObject.SetActive(true);
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var cam = GameCamera.instance.camera;
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var camHeight = 2f * cam.orthographicSize;
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var camWidth = camHeight * cam.aspect;
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@ -18,7 +18,7 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
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public SpriteRenderer heldHairSprite;
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public Transform tweezerSpriteTrans;
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private void Start()
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private void Awake()
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{
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anim = GetComponent<Animator>();
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vegetableAnim = RhythmTweezers.instance.VegetableAnimator;
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@ -168,6 +168,11 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
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{
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switch (state) //handle animations
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{
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case State.None: //the only time any ball should ever have this state is if it's the unused offscreen ball (which is the only reason this state exists)
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{
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gameObject.SetActive(false);
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break;
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}
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case State.Dispensing:
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{
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float normalizedBeatAnim = Conductor.instance.GetPositionFromBeat(startBeat, 2.35f);
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@ -20,22 +20,10 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
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[Header("Components")]
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private Animator anim;
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public Ball ball;
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public Transform rightLeg;
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public Transform leftLeg;
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private void Start()
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private void Awake()
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{
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anim = GetComponent<Animator>();
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GameObject rightLeg = new GameObject();
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rightLeg.transform.SetParent(this.transform);
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rightLeg.transform.position = new Vector3(-0.67f, -1.48f);
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GameObject leftLeg = new GameObject("leftLeg");
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leftLeg.transform.SetParent(this.transform);
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leftLeg.transform.position = new Vector3(0f, -1.48f);
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this.rightLeg = rightLeg.transform;
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this.leftLeg = leftLeg.transform;
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}
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public override void OnAce()
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@ -24,10 +24,6 @@ namespace HeavenStudio.Games
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private void Awake()
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{
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instance = this;
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}
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private void Start()
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{
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/*for (int x = 0; x < Random.Range(9, 12); x++)
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{
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for (int y = 0; y < Random.Range(6, 9); y++)
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@ -11,7 +11,7 @@ namespace HeavenStudio.Games.Scripts_Spaceball
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private float showBeat = 0;
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private bool isShowing = false;
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private void Start()
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private void Awake()
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{
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anim = GetComponent<Animator>();
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anim.Play("AlienIdle", 0, 0);
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@ -57,10 +57,6 @@ namespace HeavenStudio.Games
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private void Awake()
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{
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instance = this;
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}
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private void Start()
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{
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var camEvents = EventCaller.GetAllInGameManagerList("spaceball", new string[] { "camera" });
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List<Beatmap.Entity> tempEvents = new List<Beatmap.Entity>();
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for (int i = 0; i < camEvents.Count; i++)
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@ -26,7 +26,7 @@ namespace HeavenStudio.Games.Scripts_Spaceball
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public float hitRot;
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public float randomEndPosX;
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private void Start()
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private void Awake()
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{
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anim = GetComponent<Animator>();
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@ -29,10 +29,6 @@ namespace HeavenStudio.Games.Scripts_Spaceball
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private void Awake()
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{
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instance = this;
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}
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private void Start()
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{
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anim = GetComponent<Animator>();
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}
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@ -11,9 +11,8 @@ namespace HeavenStudio.Games.Scripts_TapTrial
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public float startBeat;
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public int type;
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// Start is called before the first frame update
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void Start()
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void Awake()
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{
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PlayerActionInit(this.gameObject, startBeat);
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}
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@ -12,7 +12,7 @@ namespace HeavenStudio.Games.Scripts_TapTrial
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public float nextBeat;
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public int tripleOffset = 0;
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private void Start()
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private void Awake()
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{
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anim = GetComponent<Animator>();
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}
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@ -12,7 +12,7 @@ namespace HeavenStudio.Games.Scripts_WizardsWaltz
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public SpriteRenderer spriteRenderer;
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public GameObject shimmer;
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public void Start()
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public void Awake()
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{
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int order = (int)Math.Round((transform.position.z - 2) * 1000);
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spriteRenderer.sortingOrder = order;
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@ -20,10 +20,6 @@ namespace HeavenStudio.Games.Scripts_WizardsWaltz
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private void Awake()
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{
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game = WizardsWaltz.instance;
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}
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private void Start()
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{
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spriteRenderer.sortingOrder = order;
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animator.Play("Appear", 0, 0);
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}
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@ -16,7 +16,7 @@ namespace HeavenStudio.Games.Scripts_WizardsWaltz
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private WizardsWaltz game;
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private float songPos;
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private void Awake()
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public void Init()
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{
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game = WizardsWaltz.instance;
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}
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@ -34,6 +34,7 @@ namespace HeavenStudio.Games
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private void Awake()
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{
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instance = this;
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wizard.Init();
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}
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private void Start()
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||||
|
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