mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 03:25:22 +00:00
3a4279ce5e
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
657 lines
25 KiB
C#
657 lines
25 KiB
C#
using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using System.Collections;
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using System.Collections.Generic;
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using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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using Jukebox;
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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 CtrPillowLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("pajamaParty", "Pajama Party", "fc9ac3", 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; PajamaParty.instance.Bop(e.beat, e.length, e["bop"], e["autoBop"]); },
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parameters = new List<Param>()
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{
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new Param("bop", true, "Bop", "Toggle if Mako and the monkeys should bop for the duration of this event."),
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new Param("autoBop", false, "Bop (Auto)", "Toggle if Mako and the monkeys should automatically bop until another Bop event is reached."),
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},
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resizable = true,
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},
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// both same timing
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new GameAction("jump (side to middle)", "Side to Middle Jumps")
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{
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function = delegate { PajamaParty.instance.DoThreeJump(eventCaller.currentEntity.beat); },
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defaultLength = 4f,
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inactiveFunction = delegate { PajamaParty.WarnThreeJump(eventCaller.currentEntity.beat); }
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},
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new GameAction("jump (back to front)", "Back to Front Jumps")
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{
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function = delegate { PajamaParty.instance.DoFiveJump(eventCaller.currentEntity.beat); },
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defaultLength = 4f,
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inactiveFunction = delegate { PajamaParty.WarnFiveJump(eventCaller.currentEntity.beat); }
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},
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//idem
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new GameAction("slumber", "Slumber")
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{
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function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e["toggle"], e["type"]); },
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defaultLength = 8f,
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parameters = new List<Param>()
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{
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new Param("type", PajamaParty.SleepType.Normal, "Type", "Set the type of sleep action to use."),
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new Param("toggle", false, "Alternate Animation", "Toggle if Mako should sleep using an alternate \"stretching\" animation.")
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},
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inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e["toggle"], e["type"]); }
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},
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new GameAction("throw", "Throw Pillows")
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{
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function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoThrowSequence(e.beat, high: e["high"]); },
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defaultLength = 8f,
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inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnThrowSequence(e.beat, e["high"]); },
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parameters = new List<Param>()
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{
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new Param("high", false, "Change Costumes", "Toggle if the character costumes should change on a successful throw."),
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},
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},
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new GameAction("open background", "Open / Close Background")
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{
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function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.OpenBackground(e.beat, e.length, e["instant"]); },
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("instant", false, "Instant", "Toggle if the background should be instantly opened or closed."),
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},
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},
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new GameAction("dream boats", "Background Boats")
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{
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function = delegate { PajamaParty.instance.DreamBoats(); },
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defaultLength = 1,
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},
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new GameAction("high mode", "Instant Costumes")
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{
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function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.ForceToggleHigh(e["toggle"], e.beat); },
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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("toggle", true, "Change Costumes", "Toggle if the character costumes should change."),
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},
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priority = 5,
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},
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new GameAction("instant slumber", "Instant Slumber")
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{
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function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoInstantSleep(e.beat + e.length - 1, e["type"]); },
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defaultLength = 0.5f,
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inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnInstantSleep(e.beat, e.length, e["type"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("type", PajamaParty.SleepType.Normal, "Type", "Set the type of sleep action to use."),
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},
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priority = 5,
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},
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// todo cosmetic crap
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// background stuff
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// do shit with mako's face? (talking?)
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},
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new List<string>() { "ctr", "normal" },
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"ctrpillow", "en",
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new List<string>() {"en", "jp", "ko"}
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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_PajamaParty;
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public class PajamaParty : Minigame
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{
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[Header("Objects")]
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[SerializeField] CtrPillowPlayer Mako;
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[SerializeField] GameObject Bed;
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[SerializeField] GameObject MonkeyPrefab;
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[SerializeField] GameObject Castle;
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[SerializeField] Animator BgAnimator;
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[SerializeField] ParticleSystem BalloonsEffect;
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[Header("Positions")]
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[SerializeField] Transform SpawnRoot;
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[SerializeField] float HighCameraHeight;
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[Header("Materials")]
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[SerializeField] Color monkeyNrmColour;
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[SerializeField] Color monkeyHighColour;
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[SerializeField] Material monkeyColMat;
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//game scene
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public static PajamaParty instance;
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public bool HighState => highState;
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public bool ExpectHigh => expectHigh;
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CtrPillowMonkey[,] monkeys;
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double cameraHighStart = double.MaxValue;
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double castleAppearStart = double.MaxValue;
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bool bgState, highState, expectHigh;
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//cues while unoaded
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static double WantThreeJump = double.MinValue;
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static double WantFiveJump = double.MinValue;
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static double WantThrowSequence = double.MinValue;
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static bool WantThrowHigh = false;
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static double WantSleepSequence = double.MinValue;
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static double WantInstantSleep = double.MinValue;
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static bool WantSleepType = false;
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static int WantSleepAction = (int)PajamaParty.SleepType.Normal;
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static int WantInstantSleepAction = (int)PajamaParty.SleepType.Normal;
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public enum SleepType
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{
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Normal,
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NoAwake,
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}
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const int IAAltDownCat = IAMAXCAT;
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const int IAAltUpCat = IAMAXCAT + 1;
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protected static bool IA_PadAltPress(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
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}
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protected static bool IA_BatonAltPress(out double dt)
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{
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return PlayerInput.GetSqueezeDown(out dt);
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}
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protected static bool IA_TouchAltPress(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
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&& instance.IsExpectingInputNow(InputAction_AltStart);
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}
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protected static bool IA_PadAltRelease(out double dt)
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{
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return PlayerInput.GetPadUp(InputController.ActionsPad.South, out dt);
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}
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protected static bool IA_BatonAltRelease(out double dt)
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{
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return PlayerInput.GetSqueezeUp(out dt);
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}
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public static PlayerInput.InputAction InputAction_AltStart =
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new("CtrPillowAltStart", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
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IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
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public static PlayerInput.InputAction InputAction_AltFinish =
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new("CtrPillowAltFinish", new int[] { IAAltUpCat, IAFlickCat, IAAltUpCat },
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IA_PadAltRelease, IA_TouchFlick, IA_BatonAltRelease);
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public static PlayerInput.InputAction InputAction_TouchRelease =
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new("CtrPillowTouchRelease", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat },
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IA_Empty, IA_TouchBasicRelease, IA_Empty);
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void Awake()
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{
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instance = this;
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//spawn monkeys
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// is 5x5 grid with row 0, col 2 being empty (the player)
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// m m m m m
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// m m m m m
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// m m m m m
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// m m m m m
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// m m P m m
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monkeys = new CtrPillowMonkey[5, 5];
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float RADIUS = 2.75f;
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float scale = 1.0f;
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int sorting = 10;
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//set our start position (at Mako + 2*radius to the right)
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Vector3 spawnPos = SpawnRoot.position + new Vector3(-RADIUS * 3, 0);
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for (int y = 0; y < 5; y++)
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{
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for (int x = 0; x < 5; x++)
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{
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//on x-axis we go left to right
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spawnPos += new Vector3(RADIUS * scale, 0);
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if (!(y == 0 && x == 2)) //don't spawn at the player's position
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{
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GameObject mobj = Instantiate(MonkeyPrefab, SpawnRoot.parent);
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CtrPillowMonkey monkey = mobj.GetComponent<CtrPillowMonkey>();
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mobj.GetComponent<SortingGroup>().sortingOrder = sorting;
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mobj.transform.localPosition = new Vector3(spawnPos.x, spawnPos.y, spawnPos.z);
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mobj.transform.localScale = new Vector3(scale, scale);
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monkey.row = y;
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monkey.col = x;
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monkeys[x, y] = monkey;
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}
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}
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// on the y-axis we go front to back (player to the rear)
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scale -= 0.1f;
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spawnPos = SpawnRoot.position - new Vector3(RADIUS * 3 * scale, -RADIUS / 3.75f * (y + 1), -RADIUS / 5f * (y + 1));
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sorting--;
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}
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}
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void Start()
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{
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monkeyColMat.SetColor("_ColorAlpha", highState ? monkeyHighColour : monkeyNrmColour);
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Update();
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}
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void Update()
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{
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var cond = Conductor.instance;
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Vector3 additional = Vector3.zero;
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if (cond.songPositionInBeatsAsDouble >= cameraHighStart && cond.songPositionInBeatsAsDouble < cameraHighStart + 4)
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{
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float prog = cond.GetPositionFromBeat(cameraHighStart, 4, true);
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float yMul = prog * 2f - 1f;
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float yWeight = -(yMul * yMul) + 1f;
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additional.y = yWeight * HighCameraHeight;
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}
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GameCamera.AdditionalPosition = additional;
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if (cond.songPositionInBeatsAsDouble >= castleAppearStart)
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{
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BgAnimator.DoScaledAnimation(highState ? "CastleAppear" : "CastleHide", castleAppearStart, 3.5, animLayer: 1, clamp: true);
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}
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}
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public override void OnGameSwitch(double beat)
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{
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if (WantThreeJump != double.MinValue)
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{
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DoThreeJump(WantThreeJump, false);
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WantThreeJump = double.MinValue;
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}
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if (WantFiveJump != double.MinValue)
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{
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DoFiveJump(WantFiveJump, false);
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WantFiveJump = double.MinValue;
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}
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if (WantThrowSequence != double.MinValue)
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{
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DoThrowSequence(WantThrowSequence, false, high: WantThrowHigh);
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WantThrowSequence = double.MinValue;
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}
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if (WantSleepSequence != double.MinValue)
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{
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DoSleepSequence(WantSleepSequence, WantSleepType, WantSleepAction, false);
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WantSleepSequence = double.MinValue;
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}
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if (WantInstantSleep != double.MinValue)
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{
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DoInstantSleep(WantInstantSleep, WantInstantSleepAction);
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WantInstantSleep = double.MinValue;
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}
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EntityPreCheck(beat);
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}
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public override void OnPlay(double beat)
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{
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EntityPreCheck(beat);
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}
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void EntityPreCheck(double beat)
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{
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List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split(0) == "pajamaParty");
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RiqEntity high = prevEntities.FindLast(c => c.beat < beat && c.datamodel == "pajamaParty/high mode");
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if (high != null)
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{
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ForceToggleHigh(high["toggle"], high.beat);
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}
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}
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public void Bop(double beat, double length, bool doesBop, bool autoBop)
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{
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Mako.shouldBop = autoBop;
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for (int y = 0; y < 5; y++)
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{
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for (int x = 0; x < 5; x++)
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{
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if (!(y == 0 && x == 2)) monkeys[x, y].shouldBop = autoBop;
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}
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}
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if (doesBop)
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{
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var actions = new List<BeatAction.Action>();
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for (int i = 0; i < length; i++)
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{
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actions.Add(new BeatAction.Action(beat + i, delegate
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{
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Mako.anim.DoScaledAnimationAsync("MakoBeat", 0.5f);
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for (int y = 0; y < 5; y++)
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{
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for (int x = 0; x < 5; x++)
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{
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if (!(y == 0 && x == 2)) monkeys[x, y].anim.DoScaledAnimationAsync("MonkeyBeat", 0.5f);
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}
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}
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}));
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}
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BeatAction.New(this, actions);
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}
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}
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public void DoThreeJump(double beat, bool doSound = true)
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{
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Mako.ScheduleJump(beat);
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if (doSound)
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("pajamaParty/three1", beat),
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new MultiSound.Sound("pajamaParty/three2", beat + 1),
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new MultiSound.Sound("pajamaParty/three3", beat + 2),
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});
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(
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beat,
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delegate {
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JumpCol(0, beat);
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JumpCol(4, beat);
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}
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),
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new BeatAction.Action(
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beat + 1,
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delegate {
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JumpCol(1, beat + 1, 3);
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JumpCol(3, beat + 1, 3);
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}
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),
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new BeatAction.Action(
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beat + 2,
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delegate {
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JumpCol(2, beat + 2);
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}
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),
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});
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}
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public static void WarnThreeJump(double beat)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("pajamaParty/three1", beat),
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new MultiSound.Sound("pajamaParty/three2", beat + 1),
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new MultiSound.Sound("pajamaParty/three3", beat + 2),
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}, forcePlay: true);
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WantThreeJump = beat;
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}
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public void DoFiveJump(double beat, bool doSound = true)
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{
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Mako.ScheduleJump(beat);
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if (doSound)
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("pajamaParty/five1", beat),
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new MultiSound.Sound("pajamaParty/five2", beat + 0.5),
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new MultiSound.Sound("pajamaParty/five3", beat + 1),
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new MultiSound.Sound("pajamaParty/five4", beat + 1.5),
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new MultiSound.Sound("pajamaParty/five5", beat + 2)
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});
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action( beat, delegate { JumpRow(4, beat); }),
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new BeatAction.Action( beat + 0.5, delegate { JumpRow(3, beat + 0.5, 2); }),
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new BeatAction.Action( beat + 1, delegate { JumpRow(2, beat + 1); }),
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new BeatAction.Action( beat + 1.5, delegate { JumpRow(1, beat + 1.5, 2); }),
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new BeatAction.Action( beat + 2, delegate { JumpRow(0, beat + 2); }),
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});
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}
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public static void WarnFiveJump(double beat)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("pajamaParty/five1", beat),
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new MultiSound.Sound("pajamaParty/five2", beat + 0.5),
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new MultiSound.Sound("pajamaParty/five3", beat + 1),
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new MultiSound.Sound("pajamaParty/five4", beat + 1.5),
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new MultiSound.Sound("pajamaParty/five5", beat + 2)
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}, forcePlay: true);
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WantFiveJump = beat;
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}
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public void DoThrowSequence(double beat, bool doSound = true, bool high = false)
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{
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Mako.ScheduleThrow(beat);
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if (doSound)
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PlayThrowSequenceSound(beat);
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if (high)
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{
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cameraHighStart = beat + 3;
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expectHigh = true;
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}
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BeatAction.New(Mako, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 2, delegate { MonkeyCharge(beat + 2); } ),
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new BeatAction.Action(beat + 3, delegate { MonkeyThrow(beat + 3, high); } ),
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});
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}
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public static void WarnThrowSequence(double beat, bool high = false)
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{
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PlayThrowSequenceSound(beat, true);
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WantThrowSequence = beat;
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WantThrowHigh = high;
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}
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public static void PlayThrowSequenceSound(double beat, bool force = false)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("pajamaParty/throw1", beat),
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new MultiSound.Sound("pajamaParty/throw2", beat + 0.5),
|
|
new MultiSound.Sound("pajamaParty/throw3", beat + 1),
|
|
|
|
//TODO: change when locales are a thing
|
|
new MultiSound.Sound("pajamaParty/throw4a", beat + 1.5),
|
|
|
|
new MultiSound.Sound("pajamaParty/charge", beat + 2),
|
|
}, forcePlay: force);
|
|
}
|
|
|
|
public void DoSleepSequence(double beat, bool alt = false, int action = (int)PajamaParty.SleepType.Normal, bool doSound = true)
|
|
{
|
|
Mako.StartSleepSequence(beat, alt, action);
|
|
MonkeySleep(beat, action);
|
|
if (doSound)
|
|
MultiSound.Play(new MultiSound.Sound[] {
|
|
new MultiSound.Sound("pajamaParty/siesta1", beat),
|
|
new MultiSound.Sound("pajamaParty/siesta2", beat + 0.5),
|
|
new MultiSound.Sound("pajamaParty/siesta3", beat + 1),
|
|
new MultiSound.Sound("pajamaParty/siesta3", beat + 2.5),
|
|
new MultiSound.Sound("pajamaParty/siesta3", beat + 4)
|
|
});
|
|
}
|
|
|
|
public static void WarnSleepSequence(double beat, bool alt = false, int action = (int)PajamaParty.SleepType.Normal)
|
|
{
|
|
MultiSound.Play(new MultiSound.Sound[] {
|
|
new MultiSound.Sound("pajamaParty/siesta1", beat),
|
|
new MultiSound.Sound("pajamaParty/siesta2", beat + 0.5),
|
|
new MultiSound.Sound("pajamaParty/siesta3", beat + 1),
|
|
new MultiSound.Sound("pajamaParty/siesta3", beat + 2.5),
|
|
new MultiSound.Sound("pajamaParty/siesta3", beat + 4)
|
|
}, forcePlay: true);
|
|
WantSleepSequence = beat;
|
|
WantSleepType = alt;
|
|
WantSleepAction = action;
|
|
}
|
|
|
|
public void DoInstantSleep(double deslumber, int action)
|
|
{
|
|
Mako.anim.Play("MakoSleepJust", -1, 1);
|
|
for (int y = 0; y < 5; y++)
|
|
{
|
|
for (int x = 0; x < 5; x++)
|
|
{
|
|
if (!(y == 0 && x == 2)) monkeys[x, y].anim.Play("MonkeySleep02", -1, 1);
|
|
}
|
|
}
|
|
|
|
if (action == 1) return;
|
|
BeatAction.New(this, new List<BeatAction.Action>() {
|
|
new BeatAction.Action(deslumber, delegate {
|
|
Mako.anim.DoScaledAnimationAsync("MakoAwake", 0.5f);
|
|
SoundByte.PlayOneShotGame("pajamaParty/siestaDone");
|
|
for (int y = 0; y < 5; y++) {
|
|
for (int x = 0; x < 5; x++) {
|
|
if (!(y == 0 && x == 2)) monkeys[x, y].anim.DoScaledAnimationAsync("MonkeyAwake", 0.5f);
|
|
}
|
|
}
|
|
}),
|
|
});
|
|
}
|
|
|
|
public static void WarnInstantSleep(double beat, double length, int action)
|
|
{
|
|
WantInstantSleep = beat + length - 1;
|
|
WantInstantSleepAction = action;
|
|
}
|
|
|
|
public void DoBedImpact()
|
|
{
|
|
Bed.GetComponent<Animator>().Play("BedImpact", -1, 0);
|
|
}
|
|
|
|
public void JumpRow(int row, double beat, int alt = 1)
|
|
{
|
|
if (row > 4 || row < 0)
|
|
{
|
|
return;
|
|
}
|
|
for (int i = 0; i < 5; i++)
|
|
{
|
|
if (!(i == 2 && row == 0))
|
|
{
|
|
monkeys[i, row].Jump(beat, alt);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void JumpCol(int col, double beat, int alt = 1)
|
|
{
|
|
if (col > 4 || col < 0)
|
|
{
|
|
return;
|
|
}
|
|
for (int i = 0; i < 5; i++)
|
|
{
|
|
if (!(col == 2 && i == 0))
|
|
{
|
|
monkeys[col, i].Jump(beat, alt);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void MonkeyCharge(double beat)
|
|
{
|
|
foreach (CtrPillowMonkey monkey in monkeys)
|
|
{
|
|
if (monkey != null)
|
|
{
|
|
monkey.Charge(beat);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void MonkeyThrow(double beat, bool high)
|
|
{
|
|
foreach (CtrPillowMonkey monkey in monkeys)
|
|
{
|
|
if (monkey != null)
|
|
{
|
|
monkey.Throw(beat, high);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void MonkeySleep(double beat, int action)
|
|
{
|
|
foreach (CtrPillowMonkey monkey in monkeys)
|
|
{
|
|
if (monkey != null)
|
|
{
|
|
monkey.ReadySleep(beat, action);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void OpenBackground(double beat, double length, bool instant = false)
|
|
{
|
|
bgState = !bgState;
|
|
if (instant)
|
|
{
|
|
BgAnimator.Play(bgState ? "SlideOpen" : "SlideClose", 0, 1);
|
|
BgAnimator.speed = 0;
|
|
}
|
|
else
|
|
{
|
|
BgAnimator.DoScaledAnimationAsync(bgState ? "SlideOpen" : "SlideClose", (float)(1.0 / length), animLayer: 0);
|
|
}
|
|
}
|
|
|
|
public void ForceToggleHigh(bool toggle, double beat)
|
|
{
|
|
expectHigh = false;
|
|
highState = toggle;
|
|
castleAppearStart = beat - 4;
|
|
PrepareHighState();
|
|
Mako.DoForcedHigh();
|
|
foreach (CtrPillowMonkey monkey in monkeys)
|
|
{
|
|
if (monkey != null)
|
|
{
|
|
monkey.DoForcedHigh();
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ToggleHighState(bool hit, double beat, bool instant = false)
|
|
{
|
|
expectHigh = false;
|
|
if (hit && !highState)
|
|
{
|
|
highState = true;
|
|
if (!instant)
|
|
{
|
|
BalloonsEffect.Play();
|
|
}
|
|
BgAnimator.Play("FloatsNear", 2, 0);
|
|
}
|
|
else
|
|
{
|
|
highState = false;
|
|
if (!instant)
|
|
{
|
|
BalloonsEffect.Play();
|
|
}
|
|
BgAnimator.Play("FloatsFar", 2, 0);
|
|
}
|
|
castleAppearStart = instant ? beat - 4 : beat;
|
|
}
|
|
|
|
public void PrepareHighState()
|
|
{
|
|
monkeyColMat.SetColor("_ColorAlpha", highState ? monkeyHighColour : monkeyNrmColour);
|
|
}
|
|
|
|
public void DreamBoats()
|
|
{
|
|
BgAnimator.Play("BoatsAppear", 3, 0);
|
|
}
|
|
}
|
|
}
|