Implemented barelies into nightwalk gba
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b814294f2a
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@ -256,7 +256,7 @@ AnimationClip:
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m_Level: 0
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m_Level: 0
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m_CycleOffset: 0
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m_CycleOffset: 0
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m_HasAdditiveReferencePose: 0
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m_HasAdditiveReferencePose: 0
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m_LoopTime: 1
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m_LoopTime: 0
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m_LoopBlend: 0
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m_LoopBlend: 0
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m_LoopBlendOrientation: 0
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m_LoopBlendOrientation: 0
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m_LoopBlendPositionY: 0
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m_LoopBlendPositionY: 0
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@ -332,7 +332,7 @@ AnimationClip:
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m_Level: 0
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m_Level: 0
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m_CycleOffset: 0
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m_CycleOffset: 0
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m_HasAdditiveReferencePose: 0
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m_HasAdditiveReferencePose: 0
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m_LoopTime: 1
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m_LoopTime: 0
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m_LoopBlend: 0
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m_LoopBlend: 0
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m_LoopBlendOrientation: 0
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m_LoopBlendOrientation: 0
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m_LoopBlendPositionY: 0
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m_LoopBlendPositionY: 0
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@ -347,7 +347,7 @@ AnimationClip:
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m_Level: 0
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m_Level: 0
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m_CycleOffset: 0
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m_CycleOffset: 0
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m_HasAdditiveReferencePose: 0
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m_HasAdditiveReferencePose: 0
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m_LoopTime: 1
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m_LoopTime: 0
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m_LoopBlend: 0
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m_LoopBlend: 0
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m_LoopBlendOrientation: 0
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m_LoopBlendOrientation: 0
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m_LoopBlendPositionY: 0
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m_LoopBlendPositionY: 0
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@ -226,6 +226,18 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
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}
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}
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if (state >= 1 || state <= -1)
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if (state >= 1 || state <= -1)
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{
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{
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switch (type)
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{
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case PlatformType.Flower:
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anim.DoScaledAnimationAsync("FlowerBarely", 0.5f);
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break;
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case PlatformType.Lollipop:
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anim.DoScaledAnimationAsync("LollipopBarely", 0.5f);
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break;
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case PlatformType.Umbrella:
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anim.DoScaledAnimationAsync("UmbrellaBarely", 0.5f);
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break;
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}
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return;
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return;
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}
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}
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if (doFillStartSound) SoundByte.PlayOneShotGame("nightWalkAgb/fillStart");
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if (doFillStartSound) SoundByte.PlayOneShotGame("nightWalkAgb/fillStart");
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