Begin bopping
monkey will do one bop
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@ -18,9 +18,15 @@ namespace HeavenStudio.Games.Loaders
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{
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return new Minigame("holeInOne", "Hole in One", "6ab99e", false, false, new List<GameAction>()
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{
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new GameAction("testanims", "Test Animation") // Delete this one when the game is more competent
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new GameAction("bop", "Bop")
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{
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function = delegate { HoleInOne.instance.DoTestAnim(eventCaller.currentEntity.beat); },
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function = delegate { var e = eventCaller.currentEntity; HoleInOne.instance.ToggleBop(e.beat, e.length, e["bop"], e["autobop"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("bop", true, "Bop", "Toggle if the characters should bop for the duration of this event."),
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new Param("autobop", false, "Bop (Auto)", "Toggle if the characters should automatically bop until another Bop event is reached.")
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}
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},
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new GameAction("mandrill", "Mandrill (no visuals)")
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{
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@ -54,13 +60,30 @@ namespace HeavenStudio.Games
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void Awake()
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{
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HoleInOne.instance = this;
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SetupBopRegion("holeInOne", "bop", "autoBop");
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}
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// Delete this one when the game is more competent
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public void DoTestAnim(double beat)
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public override void OnBeatPulse(double beat)
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{
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SoundByte.PlayOneShotGame("holeInOne/whale");
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MonkeyAnim.Play("MonkeySpin");
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if (BeatIsInBopRegion(beat)) MonkeyAnim.Play("MonkeyBop");
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}
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public void ToggleBop(double beat, float length, bool shouldBop, bool autoBop)
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{
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if (shouldBop)
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{
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for (int i = 0; i < length; i++)
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + i, delegate
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{
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MonkeyAnim.Play("MonkeyBop");
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// TODO add bops for other characters
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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 DoMandrill(double beat)
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