so close to being done :(( but weird input bug
This commit is contained in:
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08ffbe773d
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@ -1961,7 +1961,7 @@ SpriteRenderer:
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m_Sprite: {fileID: -2050761828, guid: 878a62db1eeb38d46a0db8e2b67b9730, type: 3}
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m_Color: {r: 0.38039216, g: 0.9843137, b: 0.25490198, a: 1}
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@ -6815,7 +6815,7 @@ ParticleSystemRenderer:
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m_MeshDistribution: 0
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@ -6918,7 +6918,7 @@ SpriteRenderer:
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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@ -7003,7 +7003,7 @@ SpriteRenderer:
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m_Color: {r: 0.38039216, g: 0.9843137, b: 0.25490198, a: 1}
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m_Color: {r: 0.38039216, g: 0.9843137, b: 0.25490198, a: 1}
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m_FlipX: 0
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@ -7236,7 +7236,7 @@ SpriteRenderer:
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m_Color: {r: 0.89019614, g: 0, b: 0, a: 1}
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m_Color: {r: 0.89019614, g: 0, b: 0, a: 1}
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@ -7723,7 +7723,7 @@ SpriteRenderer:
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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@ -8116,7 +8116,7 @@ SpriteRenderer:
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m_Color: {r: 0.827451, g: 0.28627452, b: 0.9843137, a: 1}
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m_Color: {r: 0.827451, g: 0.28627452, b: 0.9843137, a: 1}
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m_FlipX: 0
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@ -8284,7 +8284,7 @@ SpriteRenderer:
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m_Sprite: {fileID: 648886606, guid: 878a62db1eeb38d46a0db8e2b67b9730, type: 3}
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m_Sprite: {fileID: 648886606, guid: 878a62db1eeb38d46a0db8e2b67b9730, type: 3}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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m_FlipX: 0
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@ -268,7 +268,7 @@ 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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@ -5,6 +5,7 @@ using System;
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using UnityEngine;
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using UnityEngine;
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using HeavenStudio.Util;
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using HeavenStudio.Util;
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using UnityEngine.Playables;
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namespace HeavenStudio.Games.Scripts_SlotMonster
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namespace HeavenStudio.Games.Scripts_SlotMonster
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{
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{
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@ -62,11 +63,17 @@ namespace HeavenStudio.Games.Scripts_SlotMonster
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// }
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// }
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}
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}
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public void Press(bool isHit)
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public void Ready()
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{
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anim.Play("PopUp", 0, 0);
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pressed = false;
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}
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public void Press(bool isMiss)
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{
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{
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anim.DoScaledAnimationAsync("Press", 0.5f);
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anim.DoScaledAnimationAsync("Press", 0.5f);
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pressed = true;
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pressed = true;
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if (!isHit) {
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if (isMiss) {
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missed = true;
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missed = true;
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input.Disable();
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input.Disable();
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input.CleanUp();
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input.CleanUp();
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@ -140,6 +140,7 @@ namespace HeavenStudio.Games
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private List<RiqEntity> gameEntities;
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private List<RiqEntity> gameEntities;
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private bool doWin = true;
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private bool doWin = true;
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private bool inputsActive = false;
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private Sound rollingSound;
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private Sound rollingSound;
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private int currentEyeSprite = 1;
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private int currentEyeSprite = 1;
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@ -155,8 +156,8 @@ namespace HeavenStudio.Games
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private void Update()
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private void Update()
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{
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{
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if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) {
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if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress) && inputsActive) {
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_ = HitButton();
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HitButton();
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ScoreMiss();
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ScoreMiss();
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}
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}
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}
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}
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@ -177,14 +178,14 @@ namespace HeavenStudio.Games
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// make sure the current button is always between 0 and 2 (buttons 1-3)
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// make sure the current button is always between 0 and 2 (buttons 1-3)
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private int GetCurrentButton() => Array.FindIndex(buttons, button => !button.pressed);
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private int GetCurrentButton() => Array.FindIndex(buttons, button => !button.pressed);
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private bool HitButton(bool isHit = false, int timing = 0) // returns true if it's the last one
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private void HitButton(bool isHit = false, int timing = 0) // returns true if it's the last one
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{
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{
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int thisButton = GetCurrentButton();
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int thisButton = GetCurrentButton();
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if (thisButton == -1) return false;
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if (thisButton == -1) return;
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bool isLast = thisButton == maxButtons - 1;
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bool isLast = thisButton == maxButtons - 1;
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for (int i = thisButton; i < (isLast ? 3 : thisButton + 1); i++)
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for (int i = thisButton; i < (isLast ? 3 : thisButton + 1); i++)
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{
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{
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buttons[thisButton].Press(isHit);
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buttons[thisButton].Press(!isHit || timing != 0);
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if (eyeAnims[thisButton].IsPlayingAnimationNames("Spin")) {
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if (eyeAnims[thisButton].IsPlayingAnimationNames("Spin")) {
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int eyeSprite = currentEyeSprite;
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int eyeSprite = currentEyeSprite;
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string anim = "EyeItem";
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string anim = "EyeItem";
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@ -210,17 +211,23 @@ namespace HeavenStudio.Games
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SoundByte.PlayOneShotGame(hitSfx, forcePlay: true);
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SoundByte.PlayOneShotGame(hitSfx, forcePlay: true);
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if (isLast) {
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if (isLast) {
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if (rollingSound != null) rollingSound.Stop();
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if (rollingSound != null) rollingSound.Stop();
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if (isHit && doWin) {
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inputsActive = false;
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if (isHit && !isMiss) {
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smAnim.DoScaledAnimationAsync("Win", 0.5f);
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if (doWin) {
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SoundByte.PlayOneShotGame("slotMonster/win");
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SoundByte.PlayOneShotGame("slotMonster/win");
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winParticles.Play();
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winParticles.Play();
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}
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}
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} else {
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smAnim.DoScaledAnimationAsync("Lose", 0.5f);
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}
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}
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}
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currentButton++;
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currentButton++;
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return isLast && isHit;
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}
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}
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public void StartInterval(RiqEntity si, bool autoPass, int eyeSprite, double gameSwitchBeat)
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public void StartInterval(RiqEntity si, bool autoPass, int eyeSprite, double gameSwitchBeat)
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{
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{
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if (rollingSound != null) rollingSound.Stop();
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List<RiqEntity> slotActions = gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= si.beat && e.beat < si.beat + si.length);
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List<RiqEntity> slotActions = gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= si.beat && e.beat < si.beat + si.length);
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if (slotActions.Count <= 0) return;
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if (slotActions.Count <= 0) return;
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@ -235,12 +242,10 @@ namespace HeavenStudio.Games
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maxButtons = Mathf.Min(slotActions.Count, 3);
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maxButtons = Mathf.Min(slotActions.Count, 3);
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for (int i = 0; i < maxButtons; i++) // limit to 3 actions
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for (int i = 0; i < maxButtons; i++) // limit to 3 actions
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{
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{
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buttons[i].anim.Play("PopUp", 0, 0);
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buttons[i].Ready();
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buttons[i].pressed = false;
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eyeAnims[i].Play("Idle", 0, 1);
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eyeAnims[i].Play("Idle", 0, 1);
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int whichSlot = i;
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int whichSlot = i;
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RiqEntity slot = slotActions[whichSlot];
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RiqEntity slot = slotActions[whichSlot];
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// buttons[i].timing = slot.beat;
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if (slot.beat < gameSwitchBeat) continue;
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if (slot.beat < gameSwitchBeat) continue;
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string sfx = "";
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string sfx = "";
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if (slot["drum"] == (int)DrumTypes.Default) {
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if (slot["drum"] == (int)DrumTypes.Default) {
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if (autoPass) {
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if (autoPass) {
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BeatAction.New(this, new() { new(si.beat + si.length, delegate {
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BeatAction.New(this, new() { new(si.beat + si.length, delegate {
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currentEyeSprite = eyeSprite == 0 ? UnityEngine.Random.Range(1, 10) : eyeSprite;
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currentEyeSprite = eyeSprite == 0 ? UnityEngine.Random.Range(1, 10) : eyeSprite - 1;
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PassTurn(si.beat + si.length, 1, si.beat, si, slotActions);
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PassTurn(si.beat + si.length, 1, si.beat, si, slotActions);
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})});
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})});
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}
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}
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@ -280,26 +285,24 @@ namespace HeavenStudio.Games
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}
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}
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slotActions ??= gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= startInterval.beat && e.beat < startInterval.beat + startInterval.length);
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slotActions ??= gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= startInterval.beat && e.beat < startInterval.beat + startInterval.length);
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List<BeatAction.Action> actions = new();
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List<BeatAction.Action> actions = new() {
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new(beat, delegate { inputsActive = true; })
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};
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||||||
for (int i = 0; i < Mathf.Min(slotActions.Count, 3); i++) // limit to 3 actions
|
for (int i = 0; i < Mathf.Min(slotActions.Count, 3); i++) // limit to 3 actions
|
||||||
{
|
{
|
||||||
int whichSlot = i;
|
int whichSlot = i;
|
||||||
double slotBeat = slotActions[i].beat;
|
double slotBeat = slotActions[i].beat;
|
||||||
|
|
||||||
|
|
||||||
actions.Add(new(beat + length + slotBeat - startBeat, delegate {
|
actions.Add(new(beat + length + slotBeat - startBeat, delegate {
|
||||||
buttons[whichSlot].TryFlash();
|
buttons[whichSlot].TryFlash();
|
||||||
}));
|
}));
|
||||||
|
|
||||||
PlayerActionEvent input = ScheduleInput(beat, slotBeat - startBeat + length, InputAction_BasicPress, ButtonHit, null, null, () => {
|
PlayerActionEvent input = ScheduleInput(beat, slotBeat - startBeat + length, InputAction_BasicPress, ButtonHit, i == slotActions.Count - 1 ? ButtonEndMiss : null, null/*, () => {
|
||||||
return GetCurrentButton() == whichSlot && !buttons[whichSlot].pressed;
|
return GetCurrentButton() == whichSlot && !buttons[whichSlot].pressed;
|
||||||
});
|
}*/);
|
||||||
|
buttons[whichSlot].input = input;
|
||||||
}
|
}
|
||||||
actions.Add(new(beat + length + startInterval.beat + startInterval.length, delegate {
|
|
||||||
if (rollingSound != null) rollingSound.Stop();
|
|
||||||
if (buttons.Any(x => x.missed)) { // if it's a miss
|
|
||||||
smAnim.DoScaledAnimationAsync("Lose", 0.5f);
|
|
||||||
}
|
|
||||||
}));
|
|
||||||
BeatAction.New(this, actions);
|
BeatAction.New(this, actions);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -310,14 +313,23 @@ namespace HeavenStudio.Games
|
||||||
<= -1f => 1,
|
<= -1f => 1,
|
||||||
_ => 0,
|
_ => 0,
|
||||||
};
|
};
|
||||||
bool isWin = HitButton(true, timing);
|
HitButton(true, timing);
|
||||||
if (isWin) {
|
|
||||||
if (rollingSound != null) rollingSound.Stop();
|
|
||||||
smAnim.DoScaledAnimationAsync("Win", 0.5f);
|
|
||||||
}
|
|
||||||
if (state is >= 1f or <= -1f) SoundByte.PlayOneShot("nearMiss");
|
if (state is >= 1f or <= -1f) SoundByte.PlayOneShot("nearMiss");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void ButtonEndMiss(PlayerActionEvent caller)
|
||||||
|
{
|
||||||
|
Debug.Log("miss i guess");
|
||||||
|
if (rollingSound != null) rollingSound.Stop();
|
||||||
|
inputsActive = false;
|
||||||
|
smAnim.DoScaledAnimationAsync("Lose", 0.5f);
|
||||||
|
foreach (var anim in eyeAnims) {
|
||||||
|
if (anim.IsPlayingAnimationNames("Spin")) {
|
||||||
|
anim.Play("Idle", 0, 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void ButtonColor(Color[] colors, Color flashColor)
|
public void ButtonColor(Color[] colors, Color flashColor)
|
||||||
{
|
{
|
||||||
for (int i = 0; i < buttons.Length; i++) {
|
for (int i = 0; i < buttons.Length; i++) {
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue