quite honest i do not know
let's just update HS
This commit is contained in:
parent
31ced8d426
commit
52133f2807
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@ -14,8 +14,8 @@ RenderTexture:
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m_DownscaleFallback: 0
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m_DownscaleFallback: 0
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m_IsAlphaChannelOptional: 0
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m_IsAlphaChannelOptional: 0
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serializedVersion: 5
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serializedVersion: 5
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m_Width: 1301
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m_Width: 1057
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m_Height: 732
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m_Height: 595
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m_AntiAliasing: 2
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m_AntiAliasing: 2
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m_MipCount: -1
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m_MipCount: -1
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m_DepthStencilFormat: 92
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m_DepthStencilFormat: 92
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@ -14,8 +14,8 @@ RenderTexture:
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m_DownscaleFallback: 0
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m_DownscaleFallback: 0
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m_IsAlphaChannelOptional: 0
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m_IsAlphaChannelOptional: 0
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serializedVersion: 5
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serializedVersion: 5
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m_Width: 1951
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m_Width: 1585
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m_Height: 1098
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m_Height: 892
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m_AntiAliasing: 1
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m_AntiAliasing: 1
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m_MipCount: -1
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m_MipCount: -1
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m_DepthStencilFormat: 92
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m_DepthStencilFormat: 92
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@ -12,6 +12,41 @@ namespace HeavenStudio.Games.Loaders
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{
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{
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return new Minigame("sumoBrothers", "Sumo Brothers \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "EDED15", false, false, new List<GameAction>()
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return new Minigame("sumoBrothers", "Sumo Brothers \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "EDED15", false, false, new List<GameAction>()
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{
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{
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new GameAction("stompSignal", "Stomp Signal")
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{
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.StompSignal(e.beat, e["mute"]); },
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parameters = new List<Param>()
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{
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new Param("mute", false, "Mute", "Disables the sound and animations that cue for the transition to stomping.")
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},
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defaultLength = 4f,
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priority = 4
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},
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new GameAction("slapSignal", "Slap Signal")
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{
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.SlapSignal(e.beat, e["mute"]); },
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parameters = new List<Param>()
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{
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new Param("mute", false, "Mute", "Disables the sound and animations that cue for the transition to slapping.")
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},
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defaultLength = 4f,
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priority = 3
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},
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new GameAction("endPose", "End Pose")
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{
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.EndPose(e.beat); },
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parameters = new List<Param>()
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{
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new Param("type", SumoBrothers.PoseType.Crouching, "Pose", "The pose that the Sumo Brothers will make."),
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new Param("bg", SumoBrothers.BGType.TheGreatWave, "Background", "The background that appears on a successful input.")
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},
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defaultLength = 5f,
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priority = 2
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},
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new GameAction("bop", "Bop")
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new GameAction("bop", "Bop")
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{
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{
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Bop(e.beat, e.length, e["bopInu"], e["bopSumo"], e["bopInuAuto"], e["bopSumoAuto"]); },
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Bop(e.beat, e.length, e["bopInu"], e["bopSumo"], e["bopInuAuto"], e["bopSumoAuto"]); },
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@ -38,37 +73,6 @@ namespace HeavenStudio.Games.Loaders
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resizable = true
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resizable = true
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},
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},
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new GameAction("stompSignal", "Stomp")
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{
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.StompSignal(e.beat, e["mute"]); },
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parameters = new List<Param>()
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{
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new Param("mute", false, "Mute", "Disables the sound and animations that cue for the transition to stomping.")
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},
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defaultLength = 4f
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},
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new GameAction("slapSignal", "Slap")
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{
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.SlapSignal(e.beat, e["mute"]); },
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parameters = new List<Param>()
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{
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new Param("mute", false, "Mute", "Disables the sound and animations that cue for the transition to slapping.")
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},
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defaultLength = 4f
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},
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new GameAction("endPose", "End Pose")
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{
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.EndPose(e.beat); },
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parameters = new List<Param>()
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{
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new Param("type", SumoBrothers.PoseType.Crouching, "Pose", "The pose that the Sumo Brothers will make."),
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new Param("bg", SumoBrothers.BGType.TheGreatWave, "Background", "The background that appears on a successful input.")
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},
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defaultLength = 5f
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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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@ -102,6 +106,8 @@ namespace HeavenStudio.Games
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private double lastReportedBeat = 0f;
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private double lastReportedBeat = 0f;
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private bool cueCurrentlyActive = false;
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public static SumoBrothers instance;
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public static SumoBrothers instance;
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public enum PoseType
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public enum PoseType
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@ -118,6 +124,15 @@ namespace HeavenStudio.Games
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OtaniOniji
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OtaniOniji
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}
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}
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private enum SumoState
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{
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Idle,
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Slap,
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Stomp,
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Pose
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}
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private SumoState sumoState = SumoState.Idle;
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Awake()
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void Awake()
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{
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{
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@ -177,6 +192,8 @@ namespace HeavenStudio.Games
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}
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}
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}
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}
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print(sumoState);
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}
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}
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public void Bop(double beat, float length, bool inu, bool sumo, bool inuAuto, bool sumoAuto)
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public void Bop(double beat, float length, bool inu, bool sumo, bool inuAuto, bool sumoAuto)
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@ -209,6 +226,13 @@ namespace HeavenStudio.Games
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public void StompSignal(double beat, bool mute)
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public void StompSignal(double beat, bool mute)
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{
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{
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if (sumoState == SumoState.Stomp || cueCurrentlyActive)
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{
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return;
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}
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CueRunning(beat + 4);
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if (mute == false)
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if (mute == false)
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{
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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@ -225,21 +249,41 @@ namespace HeavenStudio.Games
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}
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}
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StompRecursive(beat + 4);
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sumoState = SumoState.Stomp;
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StompRecursive(beat + 4, 2);
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}
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}
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private void StompRecursive(double beat)
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private void StompRecursive(double beat, double remaining)
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{
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{
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if (sumoState != SumoState.Stomp) {
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remaining -= 1;
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}
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if (remaining <= 0) {
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return;
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}
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ScheduleInput(beat - 1, 1, InputAction_BasicPress, StompHit, StompMiss, Nothing);
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ScheduleInput(beat - 1, 1, InputAction_BasicPress, StompHit, StompMiss, Nothing);
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BeatAction.New(instance, new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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{
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new BeatAction.Action(beat, delegate { StompRecursive(beat + 2); })
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new BeatAction.Action(beat, delegate { StompRecursive(beat + 2, remaining); })
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});
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});
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}
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}
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public void SlapSignal(double beat, bool mute)
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public void SlapSignal(double beat, bool mute)
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{
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{
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if (sumoState == SumoState.Slap || cueCurrentlyActive)
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{
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return;
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}
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CueRunning(beat + 4);
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if (mute == false)
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if (mute == false)
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{
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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@ -259,16 +303,29 @@ namespace HeavenStudio.Games
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}, forcePlay: true);
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}, forcePlay: true);
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}
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}
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SlapRecursive(beat + 4);
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sumoState = SumoState.Slap;
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SlapRecursive(beat + 4, 4);
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}
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}
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private void SlapRecursive(double beat)
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private void SlapRecursive(double beat, double remaining)
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{
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{
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if (sumoState != SumoState.Slap) {
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remaining -= 1;
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}
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if (remaining <= 0) {
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return;
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}
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ScheduleInput(beat - 1, 1, InputAction_BasicPress, SlapHit, SlapMiss, Nothing);
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ScheduleInput(beat - 1, 1, InputAction_BasicPress, SlapHit, SlapMiss, Nothing);
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BeatAction.New(instance, new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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{
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new BeatAction.Action(beat, delegate { SlapRecursive(beat + 1); })
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new BeatAction.Action(beat, delegate { SlapRecursive(beat + 1, remaining); })
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});
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});
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}
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}
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@ -299,6 +356,12 @@ namespace HeavenStudio.Games
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public void EndPose(double beat)
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public void EndPose(double beat)
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{
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{
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if (cueCurrentlyActive)
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{ return; }
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CueRunning(beat + 4);
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sumoState = SumoState.Pose;
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var cond = Conductor.instance;
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var cond = Conductor.instance;
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ScheduleInput(beat, 4f, InputAction_FlickPress, PoseHit, PoseMiss, Nothing);
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ScheduleInput(beat, 4f, InputAction_FlickPress, PoseHit, PoseMiss, Nothing);
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@ -316,6 +379,16 @@ namespace HeavenStudio.Games
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}
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}
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public void CueRunning(double beat)
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{
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cueCurrentlyActive = true;
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { cueCurrentlyActive = false; })
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});
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}
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void PoseHit(PlayerActionEvent caller, float state)
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void PoseHit(PlayerActionEvent caller, float state)
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{
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{
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if (state >= 1f || state <= -1f)
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if (state >= 1f || state <= -1f)
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Reference in a new issue