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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minenice55 2023-01-13 23:53:25 -05:00 committed by GitHub
parent 54c4899f9d
commit eaba812665
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68 changed files with 4529 additions and 881 deletions

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@ -61,7 +61,7 @@ TextureImporter:
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@ -109,16 +109,16 @@ TextureImporter:
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@ -130,16 +130,16 @@ TextureImporter:
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@ -172,16 +172,16 @@ TextureImporter:
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@ -193,16 +193,16 @@ TextureImporter:
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@ -143,7 +143,7 @@ TextureImporter:
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@ -155,7 +155,7 @@ TextureImporter:
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@ -122,7 +122,7 @@ TextureImporter:
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@ -134,7 +134,7 @@ TextureImporter:
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@ -382,8 +382,8 @@ TextureImporter:
name: child_body
rect:
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x: 191
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x: 264
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@ -487,9 +487,9 @@ TextureImporter:
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@ -508,9 +508,9 @@ TextureImporter:
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rect:
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@ -529,8 +529,8 @@ TextureImporter:
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rect:
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alignment: 0

View file

@ -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

View file

@ -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);

View file

@ -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);

View file

@ -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);
}

View file

@ -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);

View file

@ -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)
{

View file

@ -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;
}

View file

@ -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

View file

@ -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)

View file

@ -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();

View file

@ -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)

View file

@ -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;
}

View file

@ -7,6 +7,8 @@ namespace HeavenStudio
{
[System.Flags]
public enum InputType : int {
// Shouldn't be used by minigame scripts
ANY = -1,
//General
//-------

View 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
}
}
}

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- Assets/Resources/Sfx/games/pajamaParty/throw2.ogg
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- 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
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ClassName: HeavenStudio.Games.Minigame/Eligible
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- Assets/Resources/Sprites/Games/DJSchool/Animations/DJ Yellow/DJ Yellow.controller
- Assets/Resources/Sprites/Games/DJSchool/Animations/DJ Yellow/Scratcho.anim
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