oh yeah i forgot about github lmao

no prefab yet, but a bunch of the coding and sfx are implemented
This commit is contained in:
ThePurpleAnon 2024-02-20 20:03:06 -06:00
parent 6469e1baf1
commit 105d49ee2b
37 changed files with 1152 additions and 274 deletions

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using NaughtyBezierCurves;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using System;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
using Jukebox;
public static class CtrChargingChickenLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("chargingChicken", "Charging Chicken", "FFFFFF", false, false, new List<GameAction>()
{
new GameAction("input", "Charge")
{
preFunction = delegate {
var e = eventCaller.currentEntity;
if (eventCaller.gameManager.minigameObj.TryGetComponent(out ChargingChicken instance)) {
instance.ChargeUp(e.beat, e.length, e["drumbeat"]);
}
ChargingChicken.CountIn(e.beat);
},
parameters = new List<Param>()
{
new Param("drumbeat", ChargingChicken.DrumLoopList.Straight, "Drum Beat", "REPLACE THIS"),
},
defaultLength = 8,
resizable = true,
preFunctionLength = 4,
},
},
new List<string>() { "ctr", "aim" },
"ctrChargingChicken", "en",
new List<string>() { "en" }
);
}
}
}
namespace HeavenStudio.Games
{
public class ChargingChicken : Minigame
{
//definitions
#region Definitions
bool isInputting = false;
public enum DrumLoopList
{
None,
Straight,
SwungSixteenth,
SwungEighth,
Triplet,
}
//drum loops
#region DrumLoops
private struct DrumLoop : IComparable<DrumLoop>
{
// override object.Equals
public override bool Equals(object obj)
{
//
// See the full list of guidelines at
// http://go.microsoft.com/fwlink/?LinkID=85237
// and also the guidance for operator== at
// http://go.microsoft.com/fwlink/?LinkId=85238
//
if (obj == null || GetType() != obj.GetType())
{
return false;
}
// TODO: write your implementation of Equals() here
throw new System.NotImplementedException();
}
// override object.GetHashCode
public override int GetHashCode()
{
// TODO: write your implementation of GetHashCode() here
throw new System.NotImplementedException();
}
public int CompareTo(DrumLoop other)
{
if (other == null) return 1;
return timing.CompareTo(other.timing);
}
public static bool operator > (DrumLoop operand1, DrumLoop operand2)
{
return operand1.CompareTo(operand2) > 0;
}
public static bool operator < (DrumLoop operand1, DrumLoop operand2)
{
return operand1.CompareTo(operand2) < 0;
}
public static bool operator >=(DrumLoop operand1, DrumLoop operand2)
{
return operand1.CompareTo(operand2) >= 0;
}
public static bool operator <=(DrumLoop operand1, DrumLoop operand2)
{
return operand1.CompareTo(operand2) <= 0;
}
public static bool operator ==(DrumLoop operand1, DrumLoop operand2)
{
return operand1.CompareTo(operand2) == 0;
}
public static bool operator !=(DrumLoop operand1, DrumLoop operand2)
{
return operand1.CompareTo(operand2) != 0;
}
public int drumType;
public double timing;
public float volume;
public DrumLoop(double timing, int drumType, float volume = 1)
{
this.drumType = drumType;
this.timing = timing;
this.volume = volume;
}
}
private DrumLoop[][] drumLoops = new DrumLoop[][] {
new DrumLoop[] {}, //silent
new DrumLoop[] { //straight
//kick
new(4.00, 0),
new(0.50, 0),
new(1.75, 0),
new(2.50, 0),
//snare
new(1.00, 1),
new(3.00, 1),
//loud hihat
new(4.00, 2),
new(1.00, 2),
new(2.00, 2),
new(3.00, 2),
//quiet hihat
new(0.50, 2, 0.7f),
new(1.50, 2, 0.7f),
new(2.50, 2, 0.7f),
new(3.50, 2, 0.7f),
},
new DrumLoop[] { //swungsixteenth
//kick
new(4.00, 0),
new(0.50, 0),
new((double)20/6, 0),
new(2.50, 0),
//snare
new(1.00, 1),
new(3.00, 1),
//loud hihat
new(4.00, 2),
new(1.00, 2),
new(2.00, 2),
new(3.00, 2),
//quiet hihat
new(0.50, 2, 0.7f),
new(1.50, 2, 0.7f),
new(2.50, 2, 0.7f),
new(3.50, 2, 0.7f),
//silent hihat
new((double) 2/6, 2, 0.5f),
new((double) 5/6, 2, 0.5f),
new((double) 8/6, 2, 0.5f),
new((double)11/6, 2, 0.5f),
new((double)14/6, 2, 0.5f),
new((double)17/6, 2, 0.5f),
new((double)20/6, 2, 0.5f),
new((double)23/6, 2, 0.5f),
},
new DrumLoop[] { //swungeighth
//kick
new(4.00, 0),
new((double)2/3, 0),
new((double)5/3, 0),
new((double)8/3, 0),
//snare
new(1.00, 1),
new(3.00, 1),
//loud hihat
new(4.00, 2),
new(1.00, 2),
new(2.00, 2),
new(3.00, 2),
//quiet hihat
new((double) 2/3, 2, 0.7f),
new((double) 5/3, 2, 0.7f),
new((double) 8/3, 2, 0.7f),
new((double)11/3, 2, 0.7f),
},
new DrumLoop[] { //triplet
//kick
new(4.00, 0),
new((double) 2/3, 0),
new((double) 5/3, 0),
new(2.00, 0),
new((double) 8/3, 0),
//snare
new((double) 4/3, 1),
new(3.00, 1),
//loud hihat
new(4.00, 2),
new((double) 4/3, 2),
new(2.00, 2),
new(3.00, 2),
//quiet hihat
new((double) 1/3, 2, 0.7f),
new(1.00, 2, 0.7f),
new((double) 5/3, 2, 0.7f),
new((double) 7/3, 2, 0.7f),
new((double) 8/3, 2, 0.7f),
new((double)11/3, 2, 0.7f),
},
};
#endregion
#endregion
//global methods
#region Global Methods
public void Update()
{
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
//player whiffs (press)
{
isInputting = false; //stops the drums (just in case)
}
if (PlayerInput.GetIsAction(InputAction_BasicRelease) && !IsExpectingInputNow(InputAction_BasicRelease))
//player whiffs (press)
{
if (isInputting)
//if the player was doing well
{
SoundByte.PlayOneShotGame("chargingChicken/blastoff"); //TO DO: replace with proper takeoff function
}
isInputting = false; //stops the drums
}
}
#endregion
//chicken methods
#region Chicken Methods
public static void CountIn(double beat)
{
//cowbell count in
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("chargingChicken/cowbell", beat - 4),
new MultiSound.Sound("chargingChicken/cowbell", beat - 3),
new MultiSound.Sound("chargingChicken/cowbell", beat - 2),
new MultiSound.Sound("chargingChicken/cowbell", beat - 1)
}, forcePlay: true);
}
public void ChargeUp(double beat, double length, int whichDrum) //TO DO: make this inactive
{
//TO DO: GET RID OF THIS THIS IS JUST FOR DEMO PURPOSES, IT PLAYS THE LITTLE "COLLAPSE" NOISE BUT IT NEEDS TO BE REPLACED WITH A PROPER DISTANCE CHECK
BeatAction.New(GameManager.instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + (length * 2) - 1, delegate {
SoundByte.PlayOneShotGame("chargingChicken/complete");
}),
});
//animation
//STUFF GOES HERE
//input
ScheduleInput(beat - 1, 1, InputAction_BasicPress, whichDrum == 0 ? StartChargingJust : StartChargingJustMusic, StartChargingMiss, Nothing);
ScheduleInput(beat, length, InputAction_BasicRelease, EndChargingJust, EndChargingMiss, Nothing);
while ( length >= 0 )
{
//create the beat action
var actions = PlayDrumLoop(beat, whichDrum, length);
//execute the list of actions from PlayDrumLoop
BeatAction.New(GameManager.instance, actions);
//start the next drum loop
beat += 4;
length -= 4;
}
}
public void StartChargingJust(PlayerActionEvent caller, float state)
{
//sound
isInputting = true; //starts the drums
}
public void StartChargingJustMusic(PlayerActionEvent caller, float state)
{
//sound
isInputting = true; //starts the drums
SoundByte.PlayOneShotGame("chargingChicken/kick");
SoundByte.PlayOneShotGame("chargingChicken/hihat");
}
public void StartChargingMiss(PlayerActionEvent caller)
{
//sound
isInputting = false; //ends the drums (just in case)
}
public void EndChargingJust(PlayerActionEvent caller, float state)
{
//sound
isInputting = false; //ends the drums
SoundByte.PlayOneShotGame("chargingChicken/blastoff");
}
public void EndChargingMiss(PlayerActionEvent caller)
{
//sound
isInputting = false; //ends the drums
}
public void Nothing(PlayerActionEvent caller) { }
public List<BeatAction.Action> PlayDrumLoop(double beat, int whichDrum, double length)
{
//create the beat action
var actions = new List<BeatAction.Action>();
//sort drums by timing
Array.Sort(drumLoops[whichDrum]);
//fill the beat action
foreach (var drumLoop in drumLoops[whichDrum]) {
string drumTypeInterpreted = drumLoop.drumType switch {
0 => "chargingChicken/kick",
1 => "chargingChicken/snare",
2 => "chargingChicken/hihat"
};
if (length > drumLoop.timing)
{
actions.Add(new(beat + drumLoop.timing, delegate {
PlayDrum(drumTypeInterpreted, drumLoop.volume);
}));
}
}
//return the list of actions
return actions;
}
public void PlayDrum(string whichDrum, float drumVolume)
{
if (isInputting) SoundByte.PlayOneShotGame(whichDrum, volume: drumVolume);
}
#endregion
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 9c3e2e1277bdcf449b435930881279eb
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -63,6 +63,16 @@ namespace HeavenStudio
Debug.LogWarning("Game loader CtrCatchLoader failed!");
}
game = CtrChargingChickenLoader.AddGame(eventCaller);
if (game != null)
{
eventCaller.minigames.Add(game.name, game);
}
else
{
Debug.LogWarning("Game loader CtrChargingChickenLoader failed!");
}
game = RvlBookLoader.AddGame(eventCaller);
if (game != null)
{

View file

@ -17,269 +17,6 @@ MonoBehaviour:
DenseViewWidthThreshold: 512
_disableAutoReloadInBackground: 0
ImportedScriptPaths:
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- Assets/Scripts/Util/StringUtils.cs
- Assets/Scripts/Games/KarateMan/KarateMan.cs
- Assets/Scripts/Games/KarateMan/KarateManJoe.cs
- Assets/Scripts/Games/KarateMan/KarateManNoriController.cs
- Assets/Scripts/Util/BeatAction.cs
- Assets/Scripts/Games/TossBoys/TossBoys.cs
- Assets/Scripts/Games/DoubleDate/DoubleDate.cs
- Assets/Scripts/Games/AirRally/AirRally.cs
- Assets/Scripts/LevelEditor/Editor.cs
- Assets/Scripts/Common/MemRenderer.cs
- Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs
- Assets/Scripts/PersistentDataManager.cs
- Assets/Scripts/UI/Overlays/OverlaysManager.cs
- Assets/Scripts/TitleManager.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SectionDialog.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/SectionTimelineObj.cs
- Assets/Scripts/Games/DJSchool/Student.cs
- Assets/Scripts/UI/PauseMenu.cs
- Assets/Scripts/Util/Sound.cs
- Assets/Scripts/Conductor.cs
- Assets/Scripts/EventCaller.cs
- Assets/Scripts/Games/TrickClass/TrickClass.cs
- Assets/Scripts/GameInitializer.cs
- Assets/Scripts/LevelEditor/Timeline/Timeline.cs
- Assets/Scripts/Games/PlayerActionEvent.cs
- Assets/Scripts/Games/KarateMan/KarateManPot.cs
- Assets/Scripts/Games/DJSchool/DJSchool.cs
- Assets/Scripts/LevelEditor/Commands/TestCommand.cs
- Assets/Scripts/Games/ClappyTrio/ClappyTrioPlayer.cs
- Assets/Scripts/Games/GleeClub/GleeClub.cs
- Assets/Scripts/Games/DoubleDate/Basketball.cs
- Assets/Scripts/Games/TotemClimb/TCBackgroundManager.cs
- Assets/Scripts/Games/Spaceball/SpaceballBall.cs
- Assets/Scripts/Games/QuizShow/QuizShow.cs
- Assets/Scripts/InputSystem/ControllerTypes/InputJoyshock.cs
- Assets/Scripts/Games/TotemClimb/TCEndTotem.cs
- Assets/Editor/BuildScript.cs
- Assets/Scripts/LevelEditor/Selections.cs
- Assets/Scripts/Games/NightWalkRvl/RvlNightWalk.cs
- Assets/Plugins/Starpelly/Math.cs
- Assets/Scripts/Games/GleeClub/ChorusKid.cs
- Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs
- Assets/Scripts/LevelEditor/Timeline/TimelineZoom.cs
- Assets/Scripts/Games/CheerReaders/RvlCharacter.cs
- Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs
- Assets/Scripts/Games/CatchyTune/CatchyTune.cs
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- Assets/Scripts/Games/DogNinja/ThrowObject.cs
- Assets/Scripts/Games/RhythmTweezers/Hair.cs
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- Assets/Scripts/UI/Overlays/GoForAPerfect.cs
- Assets/Scripts/Games/SpaceSoccer/Ball.cs
- Assets/Scripts/Games/TossBoys/TossKid.cs
- Assets/Scripts/Games/CropStomp/Farmer.cs
- Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs
- Assets/Scripts/UI/LeftClickTMP_Dropdown.cs
- Assets/Scripts/Games/RhythmTweezers/NoPeekingSign.cs
- Assets/Scripts/Games/Fireworks/FireworksBomb.cs
- Assets/Scripts/Transform/ScaleByVelocity.cs
- Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs
- Assets/Scripts/Games/Global/Textbox.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/ImageChartResourcePrefab.cs
- Assets/Scripts/Games/CropStomp/Veggie.cs
- Assets/Scripts/OpeningManager.cs
- Assets/Scripts/Games/BlueBear/BlueBear.cs
- Assets/Scripts/Games/DoubleDate/Football.cs
- Assets/Plugins/JoyShockLibrary/JoyShockLibrary.cs
- Assets/Scripts/StretchCameraVFX.cs
- Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs
- Assets/Scripts/Games/TapTrial/TapTrial.cs
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- Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/StringPropertyPrefab.cs
- Assets/Scripts/Games/DoubleDate/DoubleDateWeasels.cs
- Assets/Scripts/Games/Rockers/RockersRocker.cs
- Assets/Scripts/Games/TapTroupe/TapTroupe.cs
- Assets/Scripts/Games/TotemClimb/TCTotem.cs
- Assets/Scripts/LevelEditor/Timeline/BlockDeleteFX.cs
- Assets/Scripts/UI/Overlays/SectionMedalsManager.cs
- Assets/Scripts/Games/AirRally/IslandsManager.cs
- Assets/Scripts/Games/CallAndResponseHandler.cs
- Assets/Scripts/Games/RhythmTweezers/LongHair.cs
- Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhost.cs
- Assets/Scripts/Games/ForkLifter/Pea.cs
- Assets/Scripts/LevelEditor/WaveformVisual.cs
- Assets/Scripts/Games/CatchyTune/Fruit.cs
- Assets/Scripts/Games/FanClub/NtrIdolFan.cs
- Assets/Scripts/Games/PajamaParty/PajamaParty.cs
- Assets/Scripts/Games/SneakySpirits/SneakySpirits.cs
- Assets/Scripts/LevelEditor/Commands/Block.cs
- Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/ColorPropertyPrefab.cs
- Assets/Scripts/Games/LaunchParty/LaunchParty.cs
- Assets/Scripts/Games/Rockers/Rockers.cs
- Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiObject.cs
- Assets/Scripts/Games/ForkLifter/ForkLifterHand.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/EnumChartPropertyPrefab.cs
- Assets/Scripts/Games/Global/Filter.cs
- Assets/Scripts/Games/NightWalkAgb/AgbPlatform.cs
- Assets/Scripts/Games/PajamaParty/CtrPillowMonkey.cs
- Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs
- Assets/Scripts/LevelEditor/SnapDialog/SnapChangeButton.cs
- Assets/Plugins/StandaloneFileBrowser/StandaloneFileBrowserWindows.cs
- Assets/Scripts/Games/WorkingDough/NPCDoughBall.cs
- Assets/Scripts/ScreenTiling.cs
- Assets/Scripts/Games/AirRally/Shuttlecock.cs
- Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs
- Assets/Scripts/Games/NightWalkAgb/AgbPlayYan.cs
- Assets/Scripts/Games/CoinToss/CoinToss.cs
- Assets/Scripts/Games/BuiltToScaleDS/Blocks.cs
- Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/EnumPropertyPrefab.cs
- Assets/Scripts/Games/TapTrial/TapTrialPlayer.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/NumberChartPropertyPrefab.cs
- Assets/Plugins/Starpelly/Colors.cs
- Assets/Scripts/Games/AirRally/RvlBirds.cs
- Assets/Scripts/Games/GleeClub/GleeClubSingInput.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/StringChartPropertyPrefab.cs
- Assets/Scripts/Games/Splashdown/NtrSplash.cs
- Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs
- Assets/Scripts/Games/FlipperFlop/FlipperFlopFlipper.cs
- Assets/Scripts/Games/NightWalkAgb/AgbNightWalk.cs
- Assets/Scripts/Games/TramAndPauline/AgbAnimalKid.cs
- Assets/Scripts/AppInfo.cs
- Assets/Scripts/Games/SeeSaw/SeeSaw.cs
- Assets/Scripts/Util/AnimationHelpers.cs
- Assets/Scripts/Games/TossBoys/TossBoysBall.cs
- Assets/Scripts/LevelEditor/BPMText.cs
- Assets/Scripts/Games/NightWalkAgb/AgbPlatformHandler.cs
- Assets/Scripts/Games/CheerReaders/CheerReaders.cs
- Assets/Scripts/Games/SpaceSoccer/Kicker.cs
- Assets/Scripts/InputSystem/ControllerTypes/InputMouse.cs
- Assets/Scripts/Games/DogNinja/DogNinja.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TempoDialog.cs
- Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/NumberPropertyPrefab.cs
- Assets/Scripts/Games/TotemClimb/TCDragon.cs
- Assets/Scripts/LevelEditor/BoxSelection.cs
- Assets/Scripts/Games/ForkLifter/ForkLifter.cs
- Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs
- Assets/Scripts/LevelEditor/DisableSelectOnHover.cs
- Assets/Scripts/LevelEditor/Theme.cs
- Assets/Scripts/Games/BoardMeeting/BMExecutive.cs
- Assets/Scripts/Common/CanvasScroll.cs
- Assets/Scripts/GameCamera.cs
- Assets/Scripts/Games/TotemClimb/TCJumper.cs
- Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs
- Assets/Scripts/UI/RightClickDropdownObject.cs
- Assets/Scripts/StaticCamera.cs
- Assets/Scripts/Games/Spaceball/SpaceballPlayer.cs
- Assets/Scripts/Util/SoundByte.cs
- Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/BoolPropertyPrefab.cs
- Assets/Scripts/Games/Splashdown/NtrSynchrette.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/VolumeTimelineObj.cs
- Assets/Scripts/LevelEditor/DialogHelpers/Dialog.cs
- Assets/Scripts/UI/SettingsDialog/Tabs/EditorSettings.cs
- Assets/Scripts/StudioDance/ChoreographyInfo.cs
- Assets/Scripts/Games/CropStomp/CropStomp.cs
- Assets/Scripts/Games/Global/Flash.cs
- Assets/Scripts/LevelEditor/Commands/ICommand.cs
- Assets/Scripts/StudioDance/StudioDanceManager.cs
- Assets/Scripts/Games/SeeSaw/SeeSawGuy.cs
- Assets/Scripts/Games/DrummingPractice/Drummer.cs
- Assets/Scripts/Games/RhythmRally/Paddlers.cs
- Assets/Scripts/UI/SettingsDialog/Tabs/DispAudioSettings.cs
- Assets/Scripts/Util/SavWav.cs
- Assets/Scripts/Util/EntityTypes.cs
- Assets/Scripts/Games/PajamaParty/CtrPillowPlayer.cs
- Assets/Scripts/Games/Ringside/Ringside.cs
- Assets/Scripts/Games/LaunchParty/LaunchPartyRocket.cs
- Assets/Scripts/Games/Spaceball/Spaceball.cs
- Assets/Scripts/Games/TotemClimb/TCGroundManager.cs
- Assets/Scripts/Games/TramAndPauline/TramAndPauline.cs
- Assets/Scripts/Games/BlueBear/Treat.cs
- Assets/Scripts/PostProcessingVFX.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SpecialTimeline.cs
- Assets/Scripts/SourceGenerators/MinigameLoaderGenerator.cs
- Assets/Scripts/InputSystem/ControllerTypes/InputKeyboard.cs
- Assets/Scripts/LevelEditor/EditorTheme.cs
- Assets/Scripts/Games/TrickClass/MobTrickObj.cs
- Assets/Scripts/Games/OctopusMachine/Octopus.cs
- Assets/Scripts/Games/WizardsWaltz/Plant.cs
- Assets/Scripts/UI/SettingsDialog/Tabs/CreditsLegalSettings.cs
- Assets/Scripts/Games/TapTroupe/TapTroupeZoomOut.cs
- Assets/Scripts/Games/MeatGrinder/Meat.cs
- Assets/Plugins/StandaloneFileBrowser/StandaloneFileBrowser.cs
- Assets/Scripts/Games/TheDazzles/TheDazzlesGirl.cs
- Assets/Scripts/LevelEditor/Commands/SpecialMarker.cs
- Assets/Scripts/UI/SettingsDialog/SettingsDialog.cs
- Assets/Scripts/UI/Overlays/ChartSectionDisplay.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/ColorChartPropertyPrefab.cs
- Assets/GUIWindows/Scripts/GUIWindowHandle.cs
- Assets/Scripts/Games/Kitties/Kitties.cs
- Assets/Scripts/Games/QuizShow/QSTimer.cs
- Assets/Scripts/CircleCursor.cs
- Assets/Scripts/Games/TotemClimb/TCBirdManager.cs
- Assets/Plugins/StandaloneFileBrowser/StandaloneFileBrowserLinux.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/SpecialTimelineObj.cs
- Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs
- Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs
- Assets/Scripts/LevelEditor/Timeline/TimelineBlockManager.cs
- Assets/Scripts/Games/Rockers/RockerBendInput.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/Tabs/ChartInfoProperties.cs
- Assets/Plugins/StandaloneFileBrowser/StandaloneFileBrowserEditor.cs
- Assets/Scripts/Games/Kitties/CtrTeppanPlayer.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/TempoTimelineObj.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/VolumeDialog.cs
- Assets/Scripts/Games/Splashdown/Splashdown.cs
- Assets/Plugins/StandaloneFileBrowser/StandaloneFileBrowserMac.cs
- Assets/Scripts/Games/AirRally/Cloud.cs
- Assets/Scripts/InputSystem/InputController.cs
- Assets/Scripts/UI/Overlays/SkillStarManager.cs
- Assets/Scripts/LevelEditor/BeatGrid.cs
- Assets/Scripts/Games/RhythmRally/RhythmRally.cs
- Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs
- Assets/Scripts/Games/TapTroupe/TapTroupeCorner.cs
- Assets/Scripts/Games/FanClub/NtrIdolAmie.cs
- Assets/GUIWindows/Scripts/GUIWindowUtils.cs
- Assets/Scripts/Games/Tambourine/Tambourine.cs
- Assets/Scripts/Util/MultiSound.cs
- Assets/Scripts/Games/Fireworks/Rocket.cs
- Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs
- Assets/Scripts/Games/Tunnel/Tunnel.cs
- Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/RemixPropertiesDialog.cs
- Assets/Scripts/Games/TotemClimb/TotemClimb.cs
- Assets/Plugins/StandaloneFileBrowser/IStandaloneFileBrowser.cs
- Assets/Scripts/LevelEditor/Commands/CommandManager.cs
- Assets/Scripts/Games/FirstContact/Translator.cs
- Assets/Scripts/LevelEditor/TooltipGiver.cs
- Assets/Scripts/InputSystem/USG.g/InitInputControllers.PlayerInput.ControllerLoaderGenerator.g.cs
- Assets/Scripts/Games/DrummingPractice/DrummerHit.cs
- Assets/Scripts/LevelEditor/TempoFinder/TempoFinder.cs
- Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs
- Assets/Scripts/StudioDance/Dancer.cs
- Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs
- Assets/Scripts/Games/Lockstep/Lockstep.cs
- Assets/Scripts/Games/TotemClimb/TCTotemManager.cs
- Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs
- Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs
- Assets/Scripts/Games/ForkLifter/ForkLifterPlayer.cs
- Assets/Scripts/Games/DoubleDate/SoccerBall.cs
- Assets/Scripts/Games/RhythmTweezers/Tweezers.cs
- Assets/Scripts/Games/WorkingDough/WorkingDough.cs
- Assets/Scripts/Games/TotemClimb/TCFrog.cs
- Assets/Scripts/UI/SettingsDialog/Tabs/ControllerSettings.cs
- Assets/Scripts/Games/SpaceDance/SpaceDance.cs
- Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs
- Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs
- Assets/Scripts/Games/TotemClimb/TCPillarManager.cs
- Assets/Scripts/Games/Fireworks/Fireworks.cs
- Assets/Scripts/Games/FlipperFlop/FlipperFlop.cs
- Assets/Scripts/Games/WizardsWaltz/Wizard.cs
- Assets/Scripts/Games/MonkeyWatch/MonkeyWatch.cs
- Assets/Scripts/Games/MonkeyWatch/WatchMonkeyHandler.cs
- Assets/Scripts/Games/MonkeyWatch/WatchBackgroundHandler.cs
- Assets/Scripts/Games/MonkeyWatch/MonkeyClockArrow.cs
- Assets/Scripts/Games/MonkeyWatch/BalloonHandler.cs
- Assets/Scripts/Games/MonkeyWatch/WatchMonkey.cs
- Assets/Scripts/Games/Manzai/Manzai.cs
- Assets/Scripts/Games/NightWalkAgb/AgbStarHandler.cs
- Assets/Scripts/Games/MannequinFactory/MannequinFactory.cs
- Assets/Scripts/Games/NightWalkAgb/AgbStar.cs
- Assets/Scripts/Games/MannequinFactory/MannequinHead.cs
- Assets/Scripts/Games/SumoBrothers/SumoBrothers.cs
- Assets/Scripts/InputSystem/ControllerTypes/InputJoyconPair.cs
- Assets/Scripts/Games/ChargingChicken/ChargingChicken.cs
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