Timing Window Improvements (#199)
* implement a fix for #196 - improve checking for unwanted inputs in minigame scripts, see Fan Club, Karate Man, and Pajama Party for examples - provisionally implemented calculating average player input offset * update samurai slice ds to new assets implement near miss feedback * import new pajama party assets
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alignment: 0
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pivot: {x: 0, y: 0}
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pivot: {x: 0.5, y: 0.5}
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border: {x: 0, y: 0, z: 0, w: 0}
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outline: []
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physicsShape: []
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tessellationDetail: 0
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tessellationDetail: -1
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bones: []
|
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spriteID: b55f3c319486f6b60800000000000000
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@ -554,15 +554,15 @@ TextureImporter:
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rect:
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serializedVersion: 2
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alignment: 0
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pivot: {x: 0, y: 0}
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pivot: {x: 0.5, y: 0.5}
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border: {x: 0, y: 0, z: 0, w: 0}
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outline: []
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tessellationDetail: -1
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spriteID: d5a792edc137def90800000000000000
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|
Before Width: | Height: | Size: 32 KiB After Width: | Height: | Size: 66 KiB |
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@ -47,7 +47,7 @@ TextureImporter:
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maxTextureSize: 2048
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textureSettings:
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serializedVersion: 2
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filterMode: 1
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filterMode: 2
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aniso: 1
|
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mipBias: 0
|
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wrapU: 1
|
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|
@ -61,7 +61,7 @@ TextureImporter:
|
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 100
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spritePixelsToUnits: 200
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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|
@ -109,16 +109,16 @@ TextureImporter:
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name: launcherPivot
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rect:
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pivot: {x: 0.5, y: 0.5}
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border: {x: 0, y: 0, z: 0, w: 0}
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bones: []
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@ -130,16 +130,16 @@ TextureImporter:
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name: board00
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rect:
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pivot: {x: 0.225, y: 0.5}
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border: {x: 0, y: 0, z: 0, w: 0}
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outline: []
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bones: []
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spriteID: db7180a2917b93ea0800000000000000
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internalID: -5892477318730344515
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|
@ -151,16 +151,16 @@ TextureImporter:
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name: board01
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rect:
|
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serializedVersion: 2
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pivot: {x: 0.225, y: 0.85}
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border: {x: 0, y: 0, z: 0, w: 0}
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outline: []
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physicsShape: []
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tessellationDetail: 0
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tessellationDetail: -1
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bones: []
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spriteID: 05e3510969553a500800000000000000
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internalID: 406262496544243280
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|
@ -172,16 +172,16 @@ TextureImporter:
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name: board02
|
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rect:
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serializedVersion: 2
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alignment: 9
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pivot: {x: 0.225, y: 0.15}
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border: {x: 0, y: 0, z: 0, w: 0}
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outline: []
|
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physicsShape: []
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tessellationDetail: 0
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tessellationDetail: -1
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bones: []
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spriteID: a0b3e89b3544cae40800000000000000
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internalID: 5668981157338692362
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|
@ -193,16 +193,16 @@ TextureImporter:
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name: board03
|
||||
rect:
|
||||
serializedVersion: 2
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x: 0
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y: 699
|
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|
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|
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|
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alignment: 9
|
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pivot: {x: 0.225, y: 0.85}
|
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border: {x: 0, y: 0, z: 0, w: 0}
|
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outline: []
|
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physicsShape: []
|
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tessellationDetail: 0
|
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tessellationDetail: -1
|
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bones: []
|
||||
spriteID: 35661a3a52175a700800000000000000
|
||||
internalID: 550970935895746131
|
||||
|
|
|
@ -143,7 +143,7 @@ TextureImporter:
|
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platformSettings:
|
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- serializedVersion: 3
|
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buildTarget: DefaultTexturePlatform
|
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maxTextureSize: 2048
|
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maxTextureSize: 4096
|
||||
resizeAlgorithm: 0
|
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textureFormat: -1
|
||||
textureCompression: 1
|
||||
|
@ -155,7 +155,7 @@ TextureImporter:
|
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forceMaximumCompressionQuality_BC6H_BC7: 0
|
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- serializedVersion: 3
|
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buildTarget: Standalone
|
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maxTextureSize: 2048
|
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maxTextureSize: 4096
|
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resizeAlgorithm: 0
|
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textureFormat: -1
|
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textureCompression: 1
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||||
|
|
Before Width: | Height: | Size: 149 KiB After Width: | Height: | Size: 149 KiB |
|
@ -122,7 +122,7 @@ TextureImporter:
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|||
platformSettings:
|
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- serializedVersion: 3
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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maxTextureSize: 4096
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textureFormat: -1
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textureCompression: 1
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||||
|
@ -134,7 +134,7 @@ TextureImporter:
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forceMaximumCompressionQuality_BC6H_BC7: 0
|
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- serializedVersion: 3
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buildTarget: Standalone
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maxTextureSize: 2048
|
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maxTextureSize: 4096
|
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resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
|
@ -382,8 +382,8 @@ TextureImporter:
|
|||
name: child_body
|
||||
rect:
|
||||
serializedVersion: 2
|
||||
x: 191
|
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|
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|
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|
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alignment: 0
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||||
|
@ -487,9 +487,9 @@ TextureImporter:
|
|||
name: child_head00
|
||||
rect:
|
||||
serializedVersion: 2
|
||||
x: 0
|
||||
y: 897
|
||||
width: 135
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||||
x: 18
|
||||
y: 876
|
||||
width: 133
|
||||
height: 103
|
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alignment: 0
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
|
@ -508,9 +508,9 @@ TextureImporter:
|
|||
name: child_head01
|
||||
rect:
|
||||
serializedVersion: 2
|
||||
x: 1
|
||||
y: 753
|
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width: 134
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x: 15
|
||||
y: 715
|
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width: 136
|
||||
height: 103
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alignment: 0
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
|
@ -529,8 +529,8 @@ TextureImporter:
|
|||
name: child_tear
|
||||
rect:
|
||||
serializedVersion: 2
|
||||
x: 205
|
||||
y: 784
|
||||
x: 258
|
||||
y: 758
|
||||
width: 22
|
||||
height: 35
|
||||
alignment: 0
|
||||
|
|
|
@ -25486,7 +25486,7 @@ MonoBehaviour:
|
|||
m_HandleRect: {fileID: 1589389271}
|
||||
m_Direction: 2
|
||||
m_Value: 1
|
||||
m_Size: 0.99929184
|
||||
m_Size: 1
|
||||
m_NumberOfSteps: 0
|
||||
m_OnValueChanged:
|
||||
m_PersistentCalls:
|
||||
|
@ -32510,7 +32510,7 @@ RectTransform:
|
|||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 0.5}
|
||||
m_AnchorMax: {x: 1, y: 0.5}
|
||||
m_AnchoredPosition: {x: 0, y: 129.9108}
|
||||
m_AnchoredPosition: {x: 0, y: 130.00272}
|
||||
m_SizeDelta: {x: 0, y: 0}
|
||||
m_Pivot: {x: 0.5, y: 1}
|
||||
--- !u!114 &1154875944
|
||||
|
|
|
@ -202,7 +202,7 @@ namespace HeavenStudio
|
|||
{
|
||||
if (ReportBeat(ref lastReportedBeat))
|
||||
{
|
||||
metronomeSound = Util.Jukebox.PlayOneShot("metronome", lastReportedBeat + 1f);
|
||||
metronomeSound = Util.Jukebox.PlayOneShot("metronome", lastReportedBeat);
|
||||
}
|
||||
else if (songPositionInBeats < lastReportedBeat)
|
||||
{
|
||||
|
@ -268,25 +268,25 @@ namespace HeavenStudio
|
|||
public double GetSongPosFromBeat(double beat)
|
||||
{
|
||||
var chart = GameManager.instance.Beatmap;
|
||||
SetBpm(chart.bpm);
|
||||
float bpm = chart.bpm;
|
||||
|
||||
double counter = 0f;
|
||||
|
||||
float lastTempoChangeBeat = 0f;
|
||||
|
||||
foreach (var t in GameManager.instance.Beatmap.tempoChanges)
|
||||
foreach (DynamicBeatmap.TempoChange t in GameManager.instance.Beatmap.tempoChanges)
|
||||
{
|
||||
if (t.beat > beat)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
counter += (t.beat - lastTempoChangeBeat) * secPerBeat;
|
||||
SetBpm(t.tempo);
|
||||
counter += (t.beat - lastTempoChangeBeat) * 60/bpm;
|
||||
bpm = t.tempo;
|
||||
lastTempoChangeBeat = t.beat;
|
||||
}
|
||||
|
||||
counter += (beat - lastTempoChangeBeat) * secPerBeat;
|
||||
counter += (beat - lastTempoChangeBeat) * 60/bpm;
|
||||
|
||||
return counter;
|
||||
}
|
||||
|
@ -307,7 +307,7 @@ namespace HeavenStudio
|
|||
double counterSeconds = -firstBeatOffset;
|
||||
float lastBpm = GameManager.instance.Beatmap.bpm;
|
||||
|
||||
foreach (var t in GameManager.instance.Beatmap.tempoChanges)
|
||||
foreach (DynamicBeatmap.TempoChange t in GameManager.instance.Beatmap.tempoChanges)
|
||||
{
|
||||
double beatToNext = t.beat - lastTempoChangeBeat;
|
||||
double secToNext = BeatsToSecs(beatToNext, lastBpm);
|
||||
|
|
|
@ -60,6 +60,21 @@ namespace HeavenStudio
|
|||
public static GameManager instance { get; private set; }
|
||||
private EventCaller eventCaller;
|
||||
|
||||
List<int> inputOffsetSamples = new List<int>();
|
||||
float averageInputOffset = 0;
|
||||
public float AvgInputOffset
|
||||
{
|
||||
get
|
||||
{
|
||||
return averageInputOffset;
|
||||
}
|
||||
set
|
||||
{
|
||||
inputOffsetSamples.Add((int)value);
|
||||
averageInputOffset = (float)inputOffsetSamples.Average();
|
||||
}
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// autoplay = true;
|
||||
|
@ -344,6 +359,8 @@ namespace HeavenStudio
|
|||
public void Play(float beat)
|
||||
{
|
||||
canInput = true;
|
||||
inputOffsetSamples.Clear();
|
||||
averageInputOffset = 0;
|
||||
StartCoroutine(PlayCo(beat));
|
||||
onBeatChanged?.Invoke(beat);
|
||||
}
|
||||
|
@ -383,6 +400,8 @@ namespace HeavenStudio
|
|||
onBeatChanged?.Invoke(beat);
|
||||
KillAllSounds();
|
||||
|
||||
Debug.Log($"Average input offset for playthrough: {averageInputOffset}ms");
|
||||
|
||||
if (playOnStart)
|
||||
{
|
||||
Play(0);
|
||||
|
|
|
@ -99,7 +99,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
|
|||
{
|
||||
if (PlayerInput.Pressed())
|
||||
{
|
||||
if (!FanClub.instance.IsExpectingInputNow())
|
||||
if (!FanClub.instance.IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
{
|
||||
ClapStart(false);
|
||||
}
|
||||
|
@ -115,7 +115,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
|
|||
}
|
||||
if (PlayerInput.PressedUp())
|
||||
{
|
||||
if (clappingStartTime != Single.MinValue && cond.songPositionInBeats > clappingStartTime + 2f && stopCharge && !FanClub.instance.IsExpectingInputNow())
|
||||
if (clappingStartTime != Single.MinValue && cond.songPositionInBeats > clappingStartTime + 2f && stopCharge && !FanClub.instance.IsExpectingInputNow(InputType.STANDARD_UP))
|
||||
{
|
||||
JumpStart(false);
|
||||
}
|
||||
|
|
|
@ -139,7 +139,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
|
||||
if (PlayerInput.Pressed(true) && !inSpecial)
|
||||
{
|
||||
if (!KarateMan.instance.IsExpectingInputNow())
|
||||
if (!KarateMan.instance.IsExpectingInputNow(InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN))
|
||||
{
|
||||
Punch(1);
|
||||
Jukebox.PlayOneShotGame("karateman/swingNoHit", forcePlay: true);
|
||||
|
@ -148,7 +148,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
|
||||
if (PlayerInput.AltPressed() && KarateMan.IsComboEnable && !inSpecial)
|
||||
{
|
||||
if (!KarateMan.instance.IsExpectingInputNow())
|
||||
if (!KarateMan.instance.IsExpectingInputNow(InputType.STANDARD_ALT_DOWN))
|
||||
{
|
||||
//start a forced-fail combo sequence
|
||||
ForceFailCombo(cond.songPositionInBeats);
|
||||
|
@ -156,7 +156,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
}
|
||||
else if (PlayerInput.AltPressedUp())
|
||||
{
|
||||
if (!KarateMan.instance.IsExpectingInputNow())
|
||||
if (!KarateMan.instance.IsExpectingInputNow(InputType.STANDARD_ALT_UP))
|
||||
{
|
||||
if (inComboId != -1 && !lockedInCombo)
|
||||
{
|
||||
|
@ -172,7 +172,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
//stopped holding, don't charge
|
||||
wantKick = false;
|
||||
}
|
||||
else if (inKick && cond.GetPositionFromBeat(lastChargeTime, 2.75f) <= 0.5f && !KarateMan.instance.IsExpectingInputNow())
|
||||
else if (inKick && cond.GetPositionFromBeat(lastChargeTime, 2.75f) <= 0.5f && !KarateMan.instance.IsExpectingInputNow(InputType.STANDARD_UP | InputType.DIRECTION_UP))
|
||||
{
|
||||
Kick(cond.songPositionInBeats);
|
||||
Jukebox.PlayOneShotGame("karateman/swingKick", forcePlay: true);
|
||||
|
|
|
@ -8,7 +8,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
public class Minigame : MonoBehaviour
|
||||
{
|
||||
public static float earlyTime = 0.1f, perfectTime = 0.08f, aceEarlyTime = 0.025f, aceLateTime = 0.025f, lateTime = 0.08f, endTime = 0.1f;
|
||||
public static float earlyTime = 0.07f, perfectTime = 0.04f, aceEarlyTime = 0.01f, aceLateTime = 0.01f, lateTime = 0.04f, endTime = 0.07f;
|
||||
[SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences;
|
||||
|
||||
public List<Minigame.Eligible> EligibleHits = new List<Minigame.Eligible>();
|
||||
|
@ -107,7 +107,7 @@ namespace HeavenStudio.Games
|
|||
//Get the scheduled input that should happen the **Soonest**
|
||||
//Can return null if there's no scheduled inputs
|
||||
// remark: need a check for specific button(s)
|
||||
public PlayerActionEvent GetClosestScheduledInput()
|
||||
public PlayerActionEvent GetClosestScheduledInput(InputType input = InputType.ANY)
|
||||
{
|
||||
PlayerActionEvent closest = null;
|
||||
|
||||
|
@ -115,6 +115,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if(closest == null)
|
||||
{
|
||||
if (input == InputType.ANY || toCompare.inputType.HasFlag(input))
|
||||
closest = toCompare;
|
||||
} else
|
||||
{
|
||||
|
@ -123,7 +124,11 @@ namespace HeavenStudio.Games
|
|||
|
||||
// Debug.Log("t1=" + t1 + " -- t2=" + t2);
|
||||
|
||||
if (t2 < t1) closest = toCompare;
|
||||
if (t2 < t1)
|
||||
{
|
||||
if (input == InputType.ANY || toCompare.inputType.HasFlag(input))
|
||||
closest = toCompare;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -133,10 +138,9 @@ namespace HeavenStudio.Games
|
|||
//Hasn't been tested yet. *Should* work.
|
||||
//Can be used to detect if the user is expected to input something now or not
|
||||
//Useful for strict call and responses games like Tambourine
|
||||
// remark: need a check for specific button(s)
|
||||
public bool IsExpectingInputNow()
|
||||
public bool IsExpectingInputNow(InputType wantInput = InputType.ANY)
|
||||
{
|
||||
PlayerActionEvent input = GetClosestScheduledInput();
|
||||
PlayerActionEvent input = GetClosestScheduledInput(wantInput);
|
||||
if (input == null) return false;
|
||||
return input.IsExpectingInputNow();
|
||||
}
|
||||
|
@ -162,6 +166,16 @@ namespace HeavenStudio.Games
|
|||
return 1f + ScaleTimingMargin(endTime);
|
||||
}
|
||||
|
||||
public static float AceStartTime()
|
||||
{
|
||||
return 1f + ScaleTimingMargin(aceEarlyTime);
|
||||
}
|
||||
|
||||
public static float AceEndTime()
|
||||
{
|
||||
return 1f + ScaleTimingMargin(aceLateTime);
|
||||
}
|
||||
|
||||
//scales timing windows to the BPM in an ""intelligent"" manner
|
||||
static float ScaleTimingMargin(float f)
|
||||
{
|
||||
|
|
|
@ -49,7 +49,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
|
|||
{
|
||||
var cond = Conductor.instance;
|
||||
|
||||
if (PlayerInput.Pressed() && canJump && !PajamaParty.instance.IsExpectingInputNow())
|
||||
if (PlayerInput.Pressed() && canJump && !PajamaParty.instance.IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
{
|
||||
Jukebox.PlayOneShot("miss");
|
||||
PlayerJump(cond.songPositionInBeats, true, false);
|
||||
|
@ -58,7 +58,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
|
|||
{
|
||||
StartCharge();
|
||||
}
|
||||
if (PlayerInput.AltPressedUp() && charging && !PajamaParty.instance.IsExpectingInputNow())
|
||||
if (PlayerInput.AltPressedUp() && charging && !PajamaParty.instance.IsExpectingInputNow(InputType.STANDARD_ALT_UP))
|
||||
{
|
||||
Jukebox.PlayOneShot("miss");
|
||||
EndCharge(cond.songPositionInBeats, false, false);
|
||||
|
@ -424,7 +424,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
|
|||
var cond = Conductor.instance;
|
||||
if (canSleep)
|
||||
{
|
||||
anim.DoScaledAnimationAsync("MakoSleepThrough", -1, 0);
|
||||
anim.DoScaledAnimationAsync("MakoSleepThrough", 1, 0);
|
||||
caller.CanHit(false);
|
||||
canSleep = false;
|
||||
}
|
||||
|
|
|
@ -60,8 +60,7 @@ namespace HeavenStudio.Games
|
|||
if (noAutoplay && autoplayOnly) autoplayOnly = false;
|
||||
if (noAutoplay && triggersAutoplay){ triggersAutoplay = false; }
|
||||
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat,timer);
|
||||
// allows ace detection with this new system
|
||||
float normalizedBeat = GetNormalizedTime();
|
||||
float stateProg = ((normalizedBeat - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2;
|
||||
StateCheck(normalizedBeat);
|
||||
|
||||
|
@ -74,6 +73,10 @@ namespace HeavenStudio.Games
|
|||
if (state.perfect)
|
||||
{
|
||||
Hit(stateProg);
|
||||
if (normalizedBeat >= Minigame.AceStartTime() && normalizedBeat <= Minigame.AceEndTime())
|
||||
{
|
||||
// push an ace event
|
||||
}
|
||||
}
|
||||
else if (state.early && !perfectOnly)
|
||||
{
|
||||
|
@ -92,10 +95,20 @@ namespace HeavenStudio.Games
|
|||
|
||||
public bool IsExpectingInputNow()
|
||||
{
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, timer);
|
||||
float normalizedBeat = GetNormalizedTime();
|
||||
return normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.EndTime();
|
||||
}
|
||||
|
||||
float GetNormalizedTime()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
double currTime = cond.GetSongPosFromBeat(cond.songPositionInBeatsAsDouble);
|
||||
double targetTime = cond.GetSongPosFromBeat(startBeat + timer);
|
||||
double min = targetTime - 1f;
|
||||
double max = targetTime + 1f;
|
||||
return 1f + (float)(((currTime - min) / (max - min))-0.5f)*2;
|
||||
}
|
||||
|
||||
public bool IsCorrectInput()
|
||||
{
|
||||
// This one is a mouthful but it's an evil good to detect the correct input
|
||||
|
@ -138,6 +151,9 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if(canHit)
|
||||
{
|
||||
float normalized = GetNormalizedTime() - 1f;
|
||||
int offset = Mathf.CeilToInt((float)normalized * 1000);
|
||||
GameManager.instance.AvgInputOffset = offset;
|
||||
OnHit(this, state);
|
||||
CleanUp();
|
||||
} else
|
||||
|
|
|
@ -32,7 +32,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if (aceTimes == 0)
|
||||
{
|
||||
if (triggersAutoplay && (GameManager.instance.autoplay || autoPlay) && GameManager.instance.canInput && normalizedBeat > 0.995f)
|
||||
if (triggersAutoplay && (GameManager.instance.autoplay || autoPlay) && GameManager.instance.canInput && normalizedBeat >= 1f - (Time.deltaTime*0.5f))
|
||||
{
|
||||
OnAce();
|
||||
if (!autoPlay)
|
||||
|
|
|
@ -4,6 +4,7 @@ using HeavenStudio.Util;
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_NtrSamurai
|
||||
{
|
||||
|
@ -27,7 +28,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
if (!isMain)
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
float prog = Conductor.instance.GetPositionFromBeat(startBeat + 1f, 2f);
|
||||
float prog = Conductor.instance.GetPositionFromBeat(startBeat + 1f, 4f);
|
||||
if (prog >= 0)
|
||||
{
|
||||
Walk();
|
||||
|
|
|
@ -106,8 +106,19 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
{
|
||||
switch (flyProg)
|
||||
{
|
||||
case -3: // near miss on board launch
|
||||
flyPos = cond.GetPositionFromBeat(startBeat, 2f);
|
||||
transform.position = currentCurve.GetPoint(flyPos);
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (180f * Time.deltaTime));
|
||||
|
||||
if (flyPos > 1f)
|
||||
{
|
||||
GameObject.Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
break;
|
||||
case -2: // being carried by a child
|
||||
flyPos = cond.GetPositionFromBeat(startBeat + 2f, 2f);
|
||||
flyPos = cond.GetPositionFromBeat(startBeat + 2f, 4f);
|
||||
if (heldPos == null || flyPos > 1f)
|
||||
{
|
||||
GameObject.Destroy(gameObject);
|
||||
|
@ -130,6 +141,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
secondHalf.heldPos = child.DebrisPosL;
|
||||
}
|
||||
flyProg = -2;
|
||||
GetComponent<SpriteRenderer>().sortingOrder = 7;
|
||||
return;
|
||||
}
|
||||
break;
|
||||
|
@ -247,6 +259,15 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
|
||||
public void LaunchSuccess(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state <= -1f || state >= 1f)
|
||||
{
|
||||
startBeat = launchProg.startBeat + 2f;
|
||||
currentCurve = SamuraiSliceNtr.instance.NgLaunchCurve;
|
||||
flyProg = -3;
|
||||
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchImpact", pitch: 2f);
|
||||
launchProg.Disable();
|
||||
return;
|
||||
}
|
||||
launchProg.Disable();
|
||||
DoLaunch();
|
||||
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchImpact", pitch: UnityEngine.Random.Range(0.85f, 1.05f));
|
||||
|
@ -262,6 +283,15 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
|
|||
|
||||
public void HitSuccess(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state <= -1f || state >= 1f)
|
||||
{
|
||||
startBeat = hitProg.startBeat + hitProg.timer;
|
||||
currentCurve = SamuraiSliceNtr.instance.NgDebrisCurve;
|
||||
flyProg = -3;
|
||||
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_ng");
|
||||
hitProg.Disable();
|
||||
return;
|
||||
}
|
||||
flyProg = -1;
|
||||
hitProg.Disable();
|
||||
if (UnityEngine.Random.Range(0f, 1f) >= 0.5f)
|
||||
|
|
|
@ -2,6 +2,7 @@ using HeavenStudio.Util;
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
using DG.Tweening;
|
||||
using NaughtyBezierCurves;
|
||||
|
@ -63,6 +64,7 @@ namespace HeavenStudio.Games
|
|||
public BezierCurve3D NgLaunchCurve;
|
||||
public BezierCurve3D DebrisLeftCurve;
|
||||
public BezierCurve3D DebrisRightCurve;
|
||||
public BezierCurve3D NgDebrisCurve;
|
||||
|
||||
//game scene
|
||||
public static SamuraiSliceNtr instance;
|
||||
|
@ -144,6 +146,7 @@ namespace HeavenStudio.Games
|
|||
mobjDat.Bop();
|
||||
|
||||
mobj.SetActive(true);
|
||||
mobj.GetComponent<SortingGroup>().sortingOrder = 7;
|
||||
|
||||
return mobjDat;
|
||||
}
|
||||
|
|
|
@ -7,6 +7,8 @@ namespace HeavenStudio
|
|||
{
|
||||
[System.Flags]
|
||||
public enum InputType : int {
|
||||
// Shouldn't be used by minigame scripts
|
||||
ANY = -1,
|
||||
|
||||
//General
|
||||
//-------
|
||||
|
|
124
Assets/Shaders/Mapped.shader
Normal file
|
@ -0,0 +1,124 @@
|
|||
Shader "Sprites/Mapped"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
_ColorAlpha ("Red Colourmap", Color) = (1,1,1,1)
|
||||
_ColorBravo ("Green Colourmap", Color) = (1,1,1,1)
|
||||
_ColorDelta ("Blue Colourmap", Color) = (1,1,1,1)
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Default"
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 worldPosition : TEXCOORD1;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _Color;
|
||||
fixed4 _ColorAlpha;
|
||||
fixed4 _ColorBravo;
|
||||
fixed4 _ColorDelta;
|
||||
fixed4 _AddColor;
|
||||
fixed4 _TextureSampleAdd;
|
||||
float4 _ClipRect;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert(appdata_t v)
|
||||
{
|
||||
v2f OUT;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||
OUT.worldPosition = v.vertex;
|
||||
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
|
||||
|
||||
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||
OUT.color = v.color;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
||||
half4 mappedColor = _ColorAlpha * color.r + _ColorBravo * color.g + _ColorDelta * color.b;
|
||||
half a = color.a;
|
||||
color = mappedColor;
|
||||
color.a = a;
|
||||
|
||||
#ifdef UNITY_UI_CLIP_RECT
|
||||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
#endif
|
||||
|
||||
#ifdef UNITY_UI_ALPHACLIP
|
||||
clip (color.a - 0.001);
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
10
Assets/Shaders/Mapped.shader.meta
Normal file
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: af40ea27225ac294189e15c2851fcc90
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,5 +1,5 @@
|
|||
ManifestFileVersion: 0
|
||||
CRC: 2483180215
|
||||
CRC: 269036586
|
||||
AssetBundleManifest:
|
||||
AssetBundleInfos:
|
||||
Info_0:
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
ManifestFileVersion: 0
|
||||
CRC: 3465358365
|
||||
CRC: 1892614618
|
||||
Hashes:
|
||||
AssetFileHash:
|
||||
serializedVersion: 2
|
||||
Hash: 3a4fb33b5553c823eef6c8ecb04520e1
|
||||
Hash: 8ff1428cac5d100c2c1477d081eb9bd7
|
||||
TypeTreeHash:
|
||||
serializedVersion: 2
|
||||
Hash: f7c97b63c72a16f96d1364bd2603929e
|
||||
|
@ -43,6 +43,7 @@ ClassTypes:
|
|||
Script: {instanceID: 0}
|
||||
SerializeReferenceClassIdentifiers: []
|
||||
Assets:
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/pillow_obj.png
|
||||
- Assets/Resources/Games/pajamaParty.prefab
|
||||
- Assets/Resources/Sfx/games/pajamaParty/jumpJust.wav
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/Mako/MakoPickUp.anim
|
||||
|
@ -53,10 +54,12 @@ Assets:
|
|||
- Assets/Resources/Sfx/games/pajamaParty/five4.ogg
|
||||
- Assets/Resources/Sfx/games/pajamaParty/charge.ogg
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/Mako/MakoReadySleep.anim
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/BG/NoPose.anim
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/Mako/MakoCatchNg.anim
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/pillow_half_half.png
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/Monkey/MonkeyBeat.anim
|
||||
- Assets/Resources/Sfx/games/pajamaParty/siesta1.ogg
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/pillow_objMapped.mat
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/Monkey/MonkeySleep01.anim
|
||||
- Assets/Resources/Sfx/games/pajamaParty/throw2.ogg
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/Mako/MakoAwake.anim
|
||||
|
@ -78,6 +81,7 @@ Assets:
|
|||
- Assets/Resources/Sfx/games/pajamaParty/throw3.ogg
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/Mako/MakoThrowOut.anim
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/Monkey/MonkeyJump.anim
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/pillow_obj02.png
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/Mako/MakoJump.anim
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/Mako/MakoSleepNg.anim
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/Mako/MakoThrough.anim
|
||||
|
@ -99,10 +103,11 @@ Assets:
|
|||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/Mako/MakoSleepThrough.anim
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/MakoPillow/NoPose.anim
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/Mako/MakoSleepJust.anim
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/Bed/BedImpact.anim
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/BG/Bg.controller
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/Monkey/Monkey.controller
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/Mako/MakoSleepOut.anim
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/pillow_obj.png
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/Bed/BedImpact.anim
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/BG/SlideOpen.anim
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/Monkey/MonkeySleep00.anim
|
||||
- Assets/Resources/Sprites/Games/PajamaParty/Anime/Monkey/MonkeyLand.anim
|
||||
- Assets/Resources/Sfx/games/pajamaParty/siesta4.ogg
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
ManifestFileVersion: 0
|
||||
CRC: 229325513
|
||||
CRC: 2860754384
|
||||
Hashes:
|
||||
AssetFileHash:
|
||||
serializedVersion: 2
|
||||
Hash: 069bce0dd25bdbc41e83dc4b09bd8143
|
||||
Hash: ca520b8e60b447d7c76fa7e61aa5b1ba
|
||||
TypeTreeHash:
|
||||
serializedVersion: 2
|
||||
Hash: 98a6d4eb4172ec02b55d5f14afb2d5a8
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
ManifestFileVersion: 0
|
||||
CRC: 2301979922
|
||||
CRC: 1204495741
|
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