"Fix" Buggy Marcher Resizeables, HD Assets
Attempts to fix the weird resizeables, at the expense of inputs now may being weird. Added HD Asset Redraws
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@ -26,14 +26,14 @@ namespace HeavenStudio.Games.Loaders
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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; MarchingOrders.instance.Bop(e.beat, e.length); },
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.BopAction(e.beat, e.length); },
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defaultLength = 1f,
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resizable = true
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},
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new GameAction("marching", "Cadets March")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.CadetsMarch(e.beat, e.length); },
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.MarchAction(e.beat, e.length); },
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defaultLength = 4f,
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resizable = true
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},
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@ -105,10 +105,11 @@ namespace HeavenStudio.Games
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private int marchOtherCount;
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private int marchPlayerCount;
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private int turnLength;
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private bool marchSuru;
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private bool beatSuru;
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// private bool marchSuru;
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// private bool beatSuru;
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private float marchTsugi;
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private float beatTsugi;
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private float steamTime;
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private string fastTurn;
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@ -190,13 +191,21 @@ namespace HeavenStudio.Games
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var cond = Conductor.instance;
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var currBeat = cond.songPositionInBeats;
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if (marchSuru && (int) currBeat <= marching.length)
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if (cond.ReportBeat(ref marching.lastReportedBeat, marching.startBeat % 1))
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{
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CadetsMarch(marchTsugi + (int) currBeat, marching.length);
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if (currBeat >= marching.startBeat && currBeat < marching.startBeat + marching.length)
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{
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CadetsMarch(marchTsugi + (int)currBeat, marching.length);
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}
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//else
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//marchSuru = false;
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}
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if (beatSuru && (int) currBeat <= bop.length)
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
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{
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Bop(beatTsugi + (int) currBeat, bop.length);
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if (currBeat >= bop.startBeat && currBeat < bop.startBeat + bop.length)
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{
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Bop(beatTsugi + (int)currBeat, bop.length);
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}
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}
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if (PlayerInput.Pressed() && !IsExpectingInputNow())
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{
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@ -224,10 +233,8 @@ namespace HeavenStudio.Games
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public void Bop(float beat, float length)
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{
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bop.length = length;
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bop.startBeat = beat;
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beatSuru = true;
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beatTsugi += 1f;
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// beatSuru = true;
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beatTsugi += 0f;
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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@ -238,13 +245,17 @@ namespace HeavenStudio.Games
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});
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}
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public void BopAction(float beat, float length)
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{
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bop.length = length;
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bop.startBeat = beat;
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}
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public void CadetsMarch(float beat, float length)
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{
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marching.length = length;
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marching.startBeat = beat;
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marchOtherCount += 1;
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marchSuru = true;
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marchTsugi += 1f;
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// marchSuru = true;
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marchTsugi += 0f;
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var marchOtherAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL");
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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@ -256,6 +267,12 @@ namespace HeavenStudio.Games
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});
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}
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public void MarchAction(float beat, float length)
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{
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marching.length = length;
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marching.startBeat = beat;
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}
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public void SargeAttention(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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