STARS BLINK NOW
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@ -36,7 +36,7 @@ AnimationClip:
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m_Level: 0
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m_CycleOffset: 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_LoopBlendOrientation: 0
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m_LoopBlendPositionY: 0
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@ -2,6 +2,7 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using System;
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namespace HeavenStudio.Games.Scripts_AgbNightWalk
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{
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@ -11,7 +12,8 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
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private float originY;
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private AgbStarHandler handler;
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private Animator anim;
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private int evoStage = 1;
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[NonSerialized] public int evoStage = 1;
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private bool devolved = false;
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private void Awake()
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{
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@ -33,19 +35,25 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
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public void Blink()
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{
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anim.Play("Blink" + evoStage, 0, 0);
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if (devolved) return;
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if (anim.IsAnimationNotPlaying())
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{
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anim.Play("Blink" + evoStage, 0, 0);
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}
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}
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public void Evolve()
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{
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if (evoStage >= 5) return;
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if (evoStage >= 5 || devolved) return;
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anim.Play("Evolve" + evoStage, 0, 0);
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evoStage++;
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}
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public void Devolve()
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{
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if (devolved) return;
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anim.Play("Devolve" + evoStage, 0, 0);
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devolved = true;
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}
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}
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}
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@ -14,18 +14,63 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
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public float boundaryY = 10;
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[SerializeField] private int starCount = 45;
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[SerializeField] private double blinkFrequency = 0.125;
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[SerializeField] private int blinkAmount = 5;
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[NonSerialized] public float normalizedX;
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[NonSerialized] public float normalizedY;
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private AgbStar[] currentStars;
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private int collectiveEvoStage = 1;
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private GameEvent blinkEvent = new GameEvent();
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private void Awake()
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{
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currentStars = new AgbStar[starCount];
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for (int i = 0; i < starCount; i++)
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{
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AgbStar spawnedStar = Instantiate(starRef, transform);
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float xPos = UnityEngine.Random.Range(-boundaryX, boundaryX);
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float yPos = UnityEngine.Random.Range(-boundaryY, boundaryY);
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spawnedStar.Init(xPos, yPos, this);
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currentStars[i] = spawnedStar;
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}
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}
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private void Update()
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{
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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if (ReportBlinkBeat(ref blinkEvent.lastReportedBeat))
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{
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Blink();
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}
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}
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}
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private void Blink()
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{
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for (int i = 0; i < blinkAmount; i++)
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{
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currentStars[UnityEngine.Random.Range(0, currentStars.Length)].Blink();
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}
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}
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public void Evolve(int amount)
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{
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for (int i = 0; i < amount; i++)
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{
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currentStars[UnityEngine.Random.Range(0, currentStars.Length)].Evolve();
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}
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}
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public void Devolve()
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{
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foreach (var star in currentStars)
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{
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star.Devolve();
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}
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}
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@ -61,6 +106,17 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
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Gizmos.color = Color.blue;
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Gizmos.DrawWireCube(Vector3.zero, new Vector3(boundaryX, boundaryY, 0));
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}
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private bool ReportBlinkBeat(ref double lastReportedBeat)
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{
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var cond = Conductor.instance;
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bool result = cond.songPositionInBeats >= (lastReportedBeat) + blinkFrequency;
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if (result)
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{
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lastReportedBeat += blinkFrequency;
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}
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return result;
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}
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}
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}
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