code cleanup
left remarks for minigame developer
This commit is contained in:
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70b728e9be
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36024763af
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@ -11,34 +11,35 @@ namespace HeavenStudio.Games.Loaders
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public static class CtrCatchLoader
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{
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// minigame menu items
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public static Minigame AddGame(EventCaller eventCaller) {
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("catchyTune", "Catchy Tune \n<color=#eb5454>[WIP]</color>", "B4E6F6", false, false, new List<GameAction>()
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{
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new GameAction("orange", "Orange")
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{
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function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.DropFruit(e.beat, e["side"], e["smile"], false); },
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defaultLength = 5f,
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("side", CatchyTune.Side.Left, "Side", "The side the orange falls down"),
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new Param("smile", false, "Smile", "If the characters smile with the heart message after catching")
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},
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preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], false); },
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},
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new GameAction("pineapple", "Pineapple")
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{
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function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.DropFruit(e.beat, e["side"], e["smile"], true); },
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defaultLength = 9f,
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defaultLength = 8f,
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parameters = new List<Param>()
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{
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new Param("side", CatchyTune.Side.Left, "Side", "The side the pineapple falls down"),
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new Param("smile", false, "Smile", "If the characters smile with the heart message after catching")
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},
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preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], true); },
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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; CatchyTune.instance.Bop(e.beat, e["left"], e["right"]); },
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function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.Bop(e.beat, e["left"], e["right"]); },
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defaultLength = 1f,
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parameters = new List<Param>()
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{
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@ -88,6 +89,14 @@ namespace HeavenStudio.Games
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public GameEvent bop = new GameEvent();
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public static CatchyTune instance;
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static List<QueuedFruit> queuedFruits = new List<QueuedFruit>();
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struct QueuedFruit
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{
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public float beat;
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public int side;
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public bool smile;
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public bool isPineapple;
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}
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private void Awake()
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{
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@ -99,46 +108,19 @@ namespace HeavenStudio.Games
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private void Update()
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{
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// doesnt work here since i need the parameter and i dont know how to get it
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// if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused)
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// return;
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// var currentBeat = Conductor.instance.songPositionInBeats;
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// var orangeEvents = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "catchyTune/orange");
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// for (int i = 0; i < orangeEvents.Count; i++)
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// {
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// var ev = orangeEvents[i];
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// if (spawnedOrangeEvents.Contains(ev)) continue; // Don't spawn the same oranges multiple times.
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// var spawnBeat = ev.beat - orangeoffset;
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// if (currentBeat > spawnBeat && currentBeat < ev.beat + 4f)
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// {
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// DropFruit(currentBeat, ev[side], false);
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// spawnedOrangeEvents.Add(ev);
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// break;
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// }
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// }
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// if (PlayerInput.GetAnyDirectionDown())
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// {
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// plalinAnim.Play("catchOrange", 0, 0);
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// }
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// else if (PlayerInput.Pressed())
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// {
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// alalinAnim.Play("catchOrange", 0, 0);
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// }
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Conductor cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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if (queuedFruits.Count > 0)
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{
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foreach (var fruit in queuedFruits)
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{
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DropFruit(fruit.beat, fruit.side, fruit.smile, fruit.isPineapple);
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}
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queuedFruits.Clear();
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}
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// print(stopCatchLeft + " " + stopCatchRight);
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// print("current beat: " + conductor.songPositionInBeats);
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if (stopCatchLeft > 0 && stopCatchLeft <= cond.songPositionInBeats)
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@ -184,12 +166,20 @@ namespace HeavenStudio.Games
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}
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}
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if (!IsExpectingInputNow())
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{
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if (PlayerInput.GetAnyDirectionDown())
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{
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catchWhiff(false);
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}
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if (PlayerInput.Pressed())
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{
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catchWhiff(true);
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}
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}
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}
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}
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public void DropFruit(float beat, int side, bool smile, bool isPineapple)
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{
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var objectToSpawn = isPineapple ? pineappleBase : orangeBase;
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@ -203,8 +193,39 @@ namespace HeavenStudio.Games
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{
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DropFruitSingle(beat, true, smile, objectToSpawn);
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}
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}
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//minenice: experiment to test preFunction
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public static void PreDropFruit(float beat, int side, bool smile, bool isPineapple)
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{
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float spawnBeat = beat - 1f;
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beat = beat - (isPineapple ? 2f : 1f);
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if (GameManager.instance.currentGame == "catchyTune")
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{
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(spawnBeat, delegate { if (instance != null) instance.DropFruit(beat, side, smile, isPineapple); }),
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});
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}
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else
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{
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queuedFruits.Add(new QueuedFruit()
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{
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beat = beat,
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side = side,
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smile = smile,
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isPineapple = isPineapple
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});
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}
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if (side == (int)Side.Left || side == (int)Side.Both)
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{
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Fruit.PlaySound(beat, false, isPineapple);
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}
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if (side == (int)Side.Right || side == (int)Side.Both)
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{
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Fruit.PlaySound(beat, true, isPineapple);
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}
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}
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public void DropFruitSingle(float beat, bool side, bool smile, GameObject objectToSpawn)
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@ -224,13 +245,12 @@ namespace HeavenStudio.Games
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bopRight = right;
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}
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public void catchSuccess(bool side, bool isPineapple, bool smile, float beat)
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{
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string anim = isPineapple ? "catchPineapple" : "catchOrange";
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if (side) {
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if (side)
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{
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alalinAnim.Play(anim, 0, 0);
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stopCatchRight = beat + 0.9f;
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}
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@ -249,10 +269,17 @@ namespace HeavenStudio.Games
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public void catchMiss(bool side, bool isPineapple)
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{
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return;
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// not the right sound at all but need an accurate rip
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Jukebox.PlayOneShotGame("catchyTune/fruitThrough");
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// hurt animation here
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}
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public void catchWhiff(bool side)
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{
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Jukebox.PlayOneShotGame("catchyTune/whiff");
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// whiff animation here
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}
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}
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}
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@ -20,8 +20,6 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
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public bool smile;
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public bool eligable = true;
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private string soundText;
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private Minigame.Eligible e = new Minigame.Eligible();
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@ -29,7 +27,7 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
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private CatchyTune game;
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private float beatLength = 4f;
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private void Awake()
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{
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game = CatchyTune.instance;
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@ -42,14 +40,12 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
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if (isPineapple) beatLength = 8f;
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anim.SetFloat("speed", GetAnimSpeed(isPineapple, tempo, playbackSpeed));
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if (side)
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{
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transform.localScale = new Vector3(-1f, 1f, 1f);
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}
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anim.Play("fruit bounce", 0, 0f);
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anim.DoScaledAnimation("fruit bounce", startBeat, beatLength + (isPineapple ? 1f : 0.5f));
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soundText = "catchyTune/";
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@ -57,7 +53,8 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
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{
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soundText += "right";
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}
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else {
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else
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{
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soundText += "left";
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}
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@ -65,7 +62,46 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
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{
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soundText += "Pineapple";
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}
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else {
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else
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{
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soundText += "Orange";
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}
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game.ScheduleInput(startBeat, beatLength, side ? InputType.STANDARD_DOWN : InputType.DIRECTION_DOWN,
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CatchFruit, Miss, WayOff);
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}
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// minenice: note - needs PlayerActionEvent implementation
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private void Update()
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{
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Conductor cond = Conductor.instance;
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float tempo = cond.songBpm;
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float playbackSpeed = cond.musicSource.pitch;
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anim.DoScaledAnimation("fruit bounce", startBeat, beatLength + (isPineapple ? 1f : 0.5f));
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, beatLength);
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}
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public static void PlaySound(float startBeat, bool side, bool isPineapple)
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{
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string soundText = "catchyTune/";
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if (side)
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{
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soundText += "right";
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}
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else
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{
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soundText += "left";
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}
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if (isPineapple)
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{
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soundText += "Pineapple";
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}
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else
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{
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soundText += "Orange";
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}
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@ -73,7 +109,8 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
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MultiSound.Sound[] sound;
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if (isPineapple) {
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if (isPineapple)
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{
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sound = new MultiSound.Sound[]
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{
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new MultiSound.Sound(soundText, startBeat + 2f),
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};
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}
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MultiSound.Play(sound);
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MultiSound.Play(sound, forcePlay: true);
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}
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private void Update()
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private void CatchFruit(PlayerActionEvent caller, float state)
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{
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Conductor cond = Conductor.instance;
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float tempo = cond.songBpm;
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float playbackSpeed = cond.musicSource.pitch;
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if (cond.isPaused)
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{
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anim.SetFloat("speed", 0f);
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}
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else {
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anim.SetFloat("speed", GetAnimSpeed(isPineapple, tempo, playbackSpeed));
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}
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, beatLength);
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if (eligable)
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{
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// check input timing
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StateCheck(normalizedBeat);
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bool pressed = (PlayerInput.Pressed() && side) || (PlayerInput.GetAnyDirectionDown() && !side);
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if (pressed)
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{
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if (state.perfect)
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{
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CatchFruit();
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}
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else if (state.notPerfect())
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{
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Miss();
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}
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else {
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WayOff();
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}
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}
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}
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// fell off screen
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if (normalizedBeat > 1.5f) {
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Destroy(this.gameObject);
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}
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}
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private float GetAnimSpeed(bool pineapple, float tempo, float playbackSpeed)
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{
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float speedmult = pineapple ? 0.5f : 1f;
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return (speedmult * tempo / 60f) * 0.17f * playbackSpeed;
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}
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public override void OnAce()
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{
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CatchFruit();
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}
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private void CatchFruit()
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{
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//print("catch fruit");
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//minenice: TODO - near misses (-1 > state > 1)
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Jukebox.PlayOneShotGame(soundText + "Catch");
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game.catchSuccess(side, isPineapple, smile, startBeat+beatLength);
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game.catchSuccess(side, isPineapple, smile, startBeat + beatLength);
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Destroy(this.gameObject);
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}
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private void Miss()
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private void Miss(PlayerActionEvent caller)
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{
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//print("miss fruit");
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eligable = false;
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game.catchMiss(side, isPineapple);
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Jukebox.PlayOneShotGame("catchyTune/whiff");
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(startBeat + beatLength + (isPineapple ? 1f : 0.5f), delegate { Destroy(this.gameObject); }),
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});
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}
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private void WayOff()
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{
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//print("way off");
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//eligable = false;
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Jukebox.PlayOneShotGame("catchyTune/whiff");
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}
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private void WayOff(PlayerActionEvent caller) {} // whiffing is handled in the main loop
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}
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}
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@ -106,6 +106,7 @@ namespace HeavenStudio.Games
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//Get the scheduled input that should happen the **Soonest**
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//Can return null if there's no scheduled inputs
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// remark: need a check for specific button(s)
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public PlayerActionEvent GetClosestScheduledInput()
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{
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PlayerActionEvent closest = null;
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@ -132,6 +133,7 @@ namespace HeavenStudio.Games
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//Hasn't been tested yet. *Should* work.
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//Can be used to detect if the user is expected to input something now or not
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//Useful for strict call and responses games like Tambourine
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// remark: need a check for specific button(s)
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public bool IsExpectingInputNow()
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{
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PlayerActionEvent input = GetClosestScheduledInput();
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