mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 19:55:09 +00:00
dcb2a71b98
needs fixes for some types
232 lines
No EOL
7.9 KiB
C#
232 lines
No EOL
7.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using Starpelly;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class CtrDrummingLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("drummingPractice", "Drumming Practice", "2BCF33", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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{
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function = delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetBop(e.beat, e.length); },
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defaultLength = 0.5f,
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resizable = true
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},
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new GameAction("drum", "Hit Drum")
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{
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function = delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.Prepare(e.beat, e["toggle"]); },
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defaultLength = 2f,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Applause", "Whether or not an applause should be played on a successful hit")
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}
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},
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new GameAction("set mii", "Set Miis")
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{
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function = delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetMiis(e["type"], e["type2"], e["type3"], e["toggle"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("type", DrummingPractice.MiiType.Random, "Player Mii", "The Mii that the player will control"),
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new Param("type2", DrummingPractice.MiiType.Random, "Left Mii", "The Mii on the left"),
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new Param("type3", DrummingPractice.MiiType.Random, "Right Mii", "The Mii on the right"),
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new Param("toggle", false, "Set All to Player", "Sets all Miis to the Player's Mii")
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}
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},
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new GameAction("set background color", "Set Background Color")
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{
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function = delegate {var e = eventCaller.currentEntity; DrummingPractice.instance.SetBackgroundColor(e["colorA"], e["colorB"], e["colorC"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Color A", "The top-most color of the background gradient"),
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new Param("colorB", new Color(1, 1, 1), "Color B", "The bottom-most color of the background gradient"),
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new Param("colorC", new Color(1, 247/255f, 0), "Streak Color", "The color of streaks that appear on a successful hit")
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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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namespace HeavenStudio.Games
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{
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using Scripts_DrummingPractice;
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public class DrummingPractice : Minigame
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{
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public enum MiiType
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{
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Random = -1,
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GuestA,
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GuestB,
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GuestC,
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GuestD,
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GuestE,
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GuestF,
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Matt,
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Tsunku,
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Marshal
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}
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[Header("References")]
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public SpriteRenderer background;
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public SpriteRenderer backgroundGradient;
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public SpriteRenderer[] streaks;
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public Drummer player;
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public Drummer leftDrummer;
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public Drummer rightDrummer;
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public GameObject hitPrefab;
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public GameEvent bop = new GameEvent();
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public int count = 0;
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public static DrummingPractice instance;
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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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public override void OnGameSwitch(float beat)
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{
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var changeMii = GameManager.instance.Beatmap.entities.FindLast(c => c.datamodel == "drummingPractice/set mii" && c.beat <= beat);
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if(changeMii != null)
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{
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EventCaller.instance.CallEvent(changeMii, true);
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}
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}
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private void Update()
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{
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if (Conductor.instance.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
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{
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if (Conductor.instance.songPositionInBeats >= bop.startBeat && Conductor.instance.songPositionInBeats < bop.startBeat + bop.length)
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{
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Bop();
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}
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}
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foreach (SpriteRenderer streak in streaks)
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{
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Color col = streak.color;
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streak.color = new Color(col.r, col.g, col.b, Mathf.Lerp(col.a, 0, 3.5f * Time.deltaTime));
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}
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}
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public void SetBop(float beat, float length)
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{
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bop.startBeat = beat;
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bop.length = length;
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}
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public void Bop()
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{
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player.Bop();
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leftDrummer.Bop();
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rightDrummer.Bop();
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}
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public void Prepare(float beat, bool applause)
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{
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int type = count % 2;
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player.Prepare(type);
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leftDrummer.Prepare(type);
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rightDrummer.Prepare(type);
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count++;
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SetFaces(0);
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Jukebox.PlayOneShotGame("drummingPractice/prepare");
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GameObject hit = Instantiate(hitPrefab);
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hit.transform.parent = hitPrefab.transform.parent;
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hit.SetActive(true);
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DrummerHit h = hit.GetComponent<DrummerHit>();
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h.startBeat = beat;
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h.applause = applause;
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}
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public void SetFaces(int type)
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{
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player.SetFace(type);
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leftDrummer.SetFace(type);
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rightDrummer.SetFace(type);
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}
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public void SetMiis(int playerFace = (int) MiiType.Random, int leftFace = (int) MiiType.Random, int rightFace = (int) MiiType.Random, bool all = false)
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{
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if (playerFace == (int) MiiType.Random)
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{
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do
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{
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player.mii = UnityEngine.Random.Range(0, player.miiFaces.Count);
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}
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while (player.mii == leftFace || player.mii == rightFace);
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}
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else
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player.mii = playerFace;
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if (all && playerFace != -1)
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{
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leftDrummer.mii = playerFace;
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rightDrummer.mii = playerFace;
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}
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else
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{
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if (leftFace == (int) MiiType.Random)
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{
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do
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{
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leftDrummer.mii = UnityEngine.Random.Range(0, player.miiFaces.Count);
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}
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while (leftDrummer.mii == player.mii);
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}
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else
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leftDrummer.mii = leftFace;
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if (rightFace == (int) MiiType.Random)
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{
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do
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{
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rightDrummer.mii = UnityEngine.Random.Range(0, player.miiFaces.Count);
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}
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while (rightDrummer.mii == leftDrummer.mii || rightDrummer.mii == player.mii);
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}
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else
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rightDrummer.mii = rightFace;
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}
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SetFaces(0);
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}
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public void SetBackgroundColor(Color col1, Color col2, Color col3)
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{
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backgroundGradient.color = col1;
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background.color = col2;
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foreach(SpriteRenderer streak in streaks)
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{
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streak.color = new Color(col3.r, col3.g, col3.b, streak.color.a);
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}
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}
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public void Streak()
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{
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foreach (SpriteRenderer streak in streaks)
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{
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Color col = streak.color;
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streak.color = new Color(col.r, col.g, col.b, 0.7f);
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}
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}
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}
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} |