tunnel now actually functions as a rhythm game
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parent
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commit
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@ -49,31 +49,6 @@ AnimatorState:
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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--- !u!1101 &-972722190704787373
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AnimatorStateTransition:
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m_ObjectHideFlags: 1
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name:
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m_Conditions:
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- m_ConditionMode: 1
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m_ConditionEvent: bellhit
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m_EventTreshold: 0
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m_DstStateMachine: {fileID: 0}
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m_DstState: {fileID: -5541921550588990438}
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m_Solo: 0
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m_Mute: 0
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m_IsExit: 0
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serializedVersion: 3
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m_TransitionDuration: 0
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m_TransitionOffset: 0
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m_ExitTime: 0.75
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m_HasExitTime: 0
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m_HasFixedDuration: 1
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m_InterruptionSource: 0
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m_OrderedInterruption: 1
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m_CanTransitionToSelf: 1
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--- !u!1107 &-278945667835189233
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AnimatorStateMachine:
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serializedVersion: 6
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@ -90,8 +65,7 @@ AnimatorStateMachine:
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m_State: {fileID: -5541921550588990438}
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m_Position: {x: 520, y: 20, z: 0}
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m_ChildStateMachines: []
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m_AnyStateTransitions:
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- {fileID: -972722190704787373}
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m_AnyStateTransitions: []
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m_EntryTransitions: []
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m_StateMachineTransitions: {}
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m_StateMachineBehaviours: []
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@ -16,7 +16,7 @@ namespace HeavenStudio.Games.Loaders
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{
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new GameAction("Start", delegate { Tunnel.instance.StartCowbell(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle); }, 1, false, parameters: new List<Param>()
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new GameAction("Cowbell", delegate { Tunnel.instance.StartCowbell(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle, eventCaller.currentEntity.length); }, 1f, true, parameters: new List<Param>()
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{
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new Param("toggle", false, "Driver can stop", "Lets the driver stop if the player makes too many mistakes"),
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}),
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@ -75,6 +75,7 @@ namespace HeavenStudio.Games
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public float handStart;
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public float handProgress;
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public bool started;
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private void Awake()
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{
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@ -93,10 +94,10 @@ namespace HeavenStudio.Games
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private void Update()
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{
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if (PlayerInput.Pressed()) //&& !IsExpectingInputNow())
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if (PlayerInput.Pressed() && !IsExpectingInputNow())
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{
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HitCowbell();
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print("unexpected input");
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}
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@ -123,8 +124,16 @@ namespace HeavenStudio.Games
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cowbellAnimator.Play("Shake",-1,0);
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}
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public void StartCowbell(float beat, bool audienceReacting)
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public void StartCowbell(float beat, bool audienceReacting, float length)
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{
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started = true;
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for (int i = 1; i <= length; i++)
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{
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ScheduleInput(beat, i, InputType.STANDARD_DOWN, CowbellSuccess, CowbellMiss, CowbellEmpty);
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}
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//if (coin != null) return;
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//Play sound and animations
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@ -157,6 +166,8 @@ namespace HeavenStudio.Games
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}
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}
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