Force evolve added + tweaks
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1fcaaf1e29
commit
415d458fa0
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@ -82,7 +82,7 @@ MonoBehaviour:
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heightAmount: 2
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heightAmount: 2
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platformDistance: 3.8
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platformDistance: 3.8
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playerXPos: -6.78
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playerXPos: -6.78
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starLength: 16
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starLength: 17
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starHeight: 0.0625
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starHeight: 0.0625
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platformCount: 24
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platformCount: 24
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--- !u!1 &955264990193298390
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--- !u!1 &955264990193298390
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@ -626,6 +626,7 @@ MonoBehaviour:
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firstEnable: 0
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firstEnable: 0
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playYan: {fileID: 1314280037714680423}
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playYan: {fileID: 1314280037714680423}
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platformHandler: {fileID: 6715217060937385611}
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platformHandler: {fileID: 6715217060937385611}
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starHandler: {fileID: 1199319499783283110}
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jumpPaths:
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jumpPaths:
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- name: Jump
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- name: Jump
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preview: 0
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preview: 0
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@ -846,9 +847,11 @@ MonoBehaviour:
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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starRef: {fileID: -5335075775997835892, guid: 8df651ffe21e1dc4fb223e94fdc9f9cb, type: 3}
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starRef: {fileID: -5335075775997835892, guid: 8df651ffe21e1dc4fb223e94fdc9f9cb, type: 3}
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boundaryX: 25
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boundaryX: 23
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boundaryY: 15
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boundaryY: 13
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starCount: 80
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starCount: 80
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blinkFrequency: 0.125
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blinkAmount: 5
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--- !u!1 &5576704226004728173
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--- !u!1 &5576704226004728173
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -78,6 +78,25 @@ namespace HeavenStudio.Games.Loaders
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preFunction = delegate { var e = eventCaller.currentEntity; AgbNightWalk.WalkingCountIn(e.beat, e.length); },
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preFunction = delegate { var e = eventCaller.currentEntity; AgbNightWalk.WalkingCountIn(e.beat, e.length); },
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defaultLength = 4,
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defaultLength = 4,
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resizable = true
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resizable = true
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},
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new GameAction("evolveAmount", "Star Evolve Amount")
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{
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function = delegate { AgbNightWalk.instance.evolveAmount = eventCaller.currentEntity["am"]; },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("am", new EntityTypes.Integer(0, 100, 1), "Amount", "How many stars will evolve when play-yan jumps?"),
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}
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},
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new GameAction("forceEvolve", "Force Star Evolve")
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{
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function = delegate { var e = eventCaller.currentEntity; AgbNightWalk.instance.ForceEvolve(e.beat, e.length, e["am"], e["repeat"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("am", new EntityTypes.Integer(0, 100, 1), "Star Amount", "How many stars will evolve?"),
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new Param("repeat", new EntityTypes.Integer(0, 100, 1), "Repeat Amount", "How many times will this event repeat?"),
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}
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}
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}
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});
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});
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}
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}
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@ -107,6 +126,7 @@ namespace HeavenStudio.Games
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public static AgbNightWalk instance;
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public static AgbNightWalk instance;
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public AgbPlayYan playYan;
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public AgbPlayYan playYan;
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[SerializeField] private AgbPlatformHandler platformHandler;
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[SerializeField] private AgbPlatformHandler platformHandler;
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public AgbStarHandler starHandler;
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[NonSerialized] public double countInBeat = double.MinValue;
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[NonSerialized] public double countInBeat = double.MinValue;
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[NonSerialized] public float countInLength = 8;
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[NonSerialized] public float countInLength = 8;
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[Header("Curves")]
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[Header("Curves")]
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@ -125,6 +145,8 @@ namespace HeavenStudio.Games
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public FillType fillType;
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public FillType fillType;
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}
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}
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[NonSerialized] public int evolveAmount = 1;
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new void OnDrawGizmos()
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new void OnDrawGizmos()
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{
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{
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base.OnDrawGizmos();
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base.OnDrawGizmos();
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@ -183,6 +205,19 @@ namespace HeavenStudio.Games
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}
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}
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}
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}
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public void ForceEvolve(double beat, float length, int starAmount, int repeatAmount)
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{
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List<BeatAction.Action> actions = new();
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for (int i = 0; i < repeatAmount; i++)
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{
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actions.Add(new BeatAction.Action(beat + (length * i), delegate
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{
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starHandler.Evolve(starAmount);
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}));
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}
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BeatAction.New(instance.gameObject, actions);
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}
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public bool FishOnBeat(double beat)
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public bool FishOnBeat(double beat)
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{
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{
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return fishBeats.Contains(beat);
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return fishBeats.Contains(beat);
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@ -255,6 +255,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
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anim.DoScaledAnimationAsync("Umbrella", 0.5f);
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anim.DoScaledAnimationAsync("Umbrella", 0.5f);
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break;
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break;
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}
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}
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game.starHandler.Evolve(game.evolveAmount);
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}
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}
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private void Miss(PlayerActionEvent caller)
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private void Miss(PlayerActionEvent caller)
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@ -3,6 +3,7 @@ using System.Collections.Generic;
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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 System;
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using System;
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using System.Linq;
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namespace HeavenStudio.Games.Scripts_AgbNightWalk
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namespace HeavenStudio.Games.Scripts_AgbNightWalk
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{
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{
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@ -62,9 +63,20 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
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{
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{
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for (int i = 0; i < amount; i++)
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for (int i = 0; i < amount; i++)
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{
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{
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List<AgbStar> nonEvolvedStars = currentStars.ToList().FindAll(x => x.evoStage == collectiveEvoStage);
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if (nonEvolvedStars.Count > 0)
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{
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AgbStar randomStar = nonEvolvedStars[UnityEngine.Random.Range(0, nonEvolvedStars.Count)];
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randomStar.Evolve();
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}
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else
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{
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collectiveEvoStage++;
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if (collectiveEvoStage > 5) collectiveEvoStage = 5;
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currentStars[UnityEngine.Random.Range(0, currentStars.Length)].Evolve();
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currentStars[UnityEngine.Random.Range(0, currentStars.Length)].Evolve();
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}
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}
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}
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}
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}
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public void Devolve()
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public void Devolve()
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{
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{
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