implement forced miss scoring to some games
This commit is contained in:
parent
b8df0d1a26
commit
60ab0203c1
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@ -207,6 +207,8 @@ namespace HeavenStudio
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{
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{
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totalInputs += weight;
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totalInputs += weight;
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totalPlayerAccuracy += accuracy * weight;
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totalPlayerAccuracy += accuracy * weight;
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// push the hit event to the timing display
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}
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}
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public void SeekAheadAndPreload(double start, float seekTime = 8f)
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public void SeekAheadAndPreload(double start, float seekTime = 8f)
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@ -28,6 +28,7 @@ namespace HeavenStudio.Games.Scripts_ClappyTrio
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if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
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if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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{
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Clap(false);
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Clap(false);
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game.ScoreMiss();
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}
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}
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}
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}
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@ -28,7 +28,10 @@ namespace HeavenStudio.Games.Scripts_CropStomp
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if (stomp == null && cond.isPlaying)
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if (stomp == null && cond.isPlaying)
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{
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{
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if (GameManager.instance.currentGame == "cropStomp")
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if (GameManager.instance.currentGame == "cropStomp")
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{
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stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
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stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
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stomp.countsForAccuracy = false;
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}
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}
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}
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if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
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if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
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@ -52,6 +55,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp
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nextStompBeat += 2f;
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nextStompBeat += 2f;
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stomp?.Disable();
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stomp?.Disable();
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stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
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stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
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stomp.countsForAccuracy = false;
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}
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}
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private void Out(PlayerActionEvent caller) {}
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private void Out(PlayerActionEvent caller) {}
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@ -73,6 +77,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp
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nextStompBeat += 2f;
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nextStompBeat += 2f;
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stomp?.Disable();
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stomp?.Disable();
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stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
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stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
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stomp.countsForAccuracy = false;
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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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@ -232,6 +232,7 @@ namespace HeavenStudio.Games
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{
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{
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student.OnMissHoldForPlayerInput();
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student.OnMissHoldForPlayerInput();
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student.isHolding = true;
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student.isHolding = true;
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ScoreMiss();
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}
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}
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else if(PlayerInput.PressedUp() && !IsExpectingInputNow() && student.isHolding) //Let go during hold
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else if(PlayerInput.PressedUp() && !IsExpectingInputNow() && student.isHolding) //Let go during hold
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{
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{
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@ -102,6 +102,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
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if (!FanClub.instance.IsExpectingInputNow(InputType.STANDARD_DOWN))
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if (!FanClub.instance.IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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{
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ClapStart(false);
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ClapStart(false);
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FanClub.instance.ScoreMiss();
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}
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}
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}
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}
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if (PlayerInput.Pressing())
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if (PlayerInput.Pressing())
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@ -118,6 +119,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
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if (clappingStartTime != Single.MinValue && cond.songPositionInBeats > clappingStartTime + 2f && stopCharge && !FanClub.instance.IsExpectingInputNow(InputType.STANDARD_UP))
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if (clappingStartTime != Single.MinValue && cond.songPositionInBeats > clappingStartTime + 2f && stopCharge && !FanClub.instance.IsExpectingInputNow(InputType.STANDARD_UP))
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{
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{
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JumpStart(false);
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JumpStart(false);
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FanClub.instance.ScoreMiss();
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}
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}
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else
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else
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{
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{
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@ -152,6 +152,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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{
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{
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//start a forced-fail combo sequence
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//start a forced-fail combo sequence
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ForceFailCombo(cond.songPositionInBeats);
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ForceFailCombo(cond.songPositionInBeats);
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KarateMan.instance.ScoreMiss(2);
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}
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}
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}
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}
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else if (PlayerInput.AltPressedUp())
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else if (PlayerInput.AltPressedUp())
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@ -156,6 +156,7 @@ namespace HeavenStudio.Games
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var stepPlayerAnim = (beatAnimCheck % 2 != 0 ? "OffbeatMarch" : "OnbeatMarch");
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var stepPlayerAnim = (beatAnimCheck % 2 != 0 ? "OffbeatMarch" : "OnbeatMarch");
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Jukebox.PlayOneShotGame("lockstep/miss");
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Jukebox.PlayOneShotGame("lockstep/miss");
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stepswitcherP.DoScaledAnimationAsync(stepPlayerAnim, 0.5f);
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stepswitcherP.DoScaledAnimationAsync(stepPlayerAnim, 0.5f);
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ScoreMiss();
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}
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}
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}
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}
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@ -154,6 +154,7 @@ namespace HeavenStudio.Games
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Jukebox.PlayOneShot("miss");
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Jukebox.PlayOneShot("miss");
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Sarge.DoScaledAnimationAsync("Anger", 0.5f);
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Sarge.DoScaledAnimationAsync("Anger", 0.5f);
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Steam.DoScaledAnimationAsync("Steam", 0.5f);
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Steam.DoScaledAnimationAsync("Steam", 0.5f);
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ScoreMiss();
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marchPlayerCount += 1;
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marchPlayerCount += 1;
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var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
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var marchPlayerAnim = (marchPlayerCount % 2 != 0 ? "MarchR" : "MarchL");
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@ -251,7 +251,7 @@ namespace HeavenStudio.Games
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return null;
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return null;
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}
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}
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public void ScoreMiss(double weight)
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public void ScoreMiss(double weight = 1f)
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{
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{
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GameManager.instance.ScoreInputAccuracy(0, true, weight);
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GameManager.instance.ScoreInputAccuracy(0, true, weight);
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}
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}
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@ -53,6 +53,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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{
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{
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Jukebox.PlayOneShot("miss");
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Jukebox.PlayOneShot("miss");
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PlayerJump(cond.songPositionInBeats, true, false);
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PlayerJump(cond.songPositionInBeats, true, false);
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PajamaParty.instance.ScoreMiss();
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}
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}
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if (PlayerInput.AltPressed() && canCharge)
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if (PlayerInput.AltPressed() && canCharge)
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{
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{
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@ -62,6 +63,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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{
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{
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Jukebox.PlayOneShot("miss");
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Jukebox.PlayOneShot("miss");
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EndCharge(cond.songPositionInBeats, false, false);
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EndCharge(cond.songPositionInBeats, false, false);
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PajamaParty.instance.ScoreMiss();
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}
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}
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// mako jumping logic
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// mako jumping logic
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@ -76,10 +76,6 @@ namespace HeavenStudio.Games
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if (state.perfect)
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if (state.perfect)
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{
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{
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Hit(stateProg, normalizedTime);
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Hit(stateProg, normalizedTime);
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if (normalizedTime >= Minigame.AceStartTime() && normalizedTime <= Minigame.AceEndTime())
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{
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// push an ace event
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}
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}
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}
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else if (state.early && !perfectOnly)
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else if (state.early && !perfectOnly)
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{
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{
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@ -8,7 +8,8 @@ namespace HeavenStudio.Games.Loaders
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using static Minigames;
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using static Minigames;
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public static class PcoSomenLoader
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public static class PcoSomenLoader
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{
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{
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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("rhythmSomen", "Rhythm Sōmen", "99CC34", false, false, new List<GameAction>()
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return new Minigame("rhythmSomen", "Rhythm Sōmen", "99CC34", false, false, new List<GameAction>()
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{
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{
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new GameAction("crane (far)", "Far Crane")
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new GameAction("crane (far)", "Far Crane")
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@ -74,6 +75,7 @@ namespace HeavenStudio.Games
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Jukebox.PlayOneShotGame("rhythmSomen/somen_mistake");
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Jukebox.PlayOneShotGame("rhythmSomen/somen_mistake");
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FrontArm.Play("ArmPluck", -1, 0);
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FrontArm.Play("ArmPluck", -1, 0);
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EffectSweat.Play("BlobSweating", -1, 0);
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EffectSweat.Play("BlobSweating", -1, 0);
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ScoreMiss();
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}
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}
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}
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}
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@ -84,9 +84,9 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
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launchProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat, 2f, InputType.STANDARD_ALT_DOWN, LaunchSuccess, LaunchMiss, LaunchThrough);
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launchProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat, 2f, InputType.STANDARD_ALT_DOWN, LaunchSuccess, LaunchMiss, LaunchThrough);
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//autoplay: launch anim
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//autoplay: launch anim
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 2f, InputType.STANDARD_ALT_DOWN, DoLaunchAutoplay, LaunchThrough, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 2f, InputType.STANDARD_ALT_DOWN, DoLaunchAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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//autoplay: unstep
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//autoplay: unstep
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 1.75f, InputType.STANDARD_ALT_UP, DoUnStepAutoplay, LaunchThrough, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 1.75f, InputType.STANDARD_ALT_UP, DoUnStepAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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currentCurve = SamuraiSliceNtr.instance.InCurve;
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currentCurve = SamuraiSliceNtr.instance.InCurve;
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (360f * startBeat));
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (360f * startBeat));
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@ -216,9 +216,9 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
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{
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{
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flyProg = 2;
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flyProg = 2;
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launchProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 2f, InputType.STANDARD_ALT_DOWN, LaunchSuccess, LaunchMiss, LaunchThrough);
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launchProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 2f, InputType.STANDARD_ALT_DOWN, LaunchSuccess, LaunchMiss, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 2f, InputType.STANDARD_ALT_DOWN, DoLaunchAutoplay, LaunchThrough, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 2f, InputType.STANDARD_ALT_DOWN, DoLaunchAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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//autoplay: unstep
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//autoplay: unstep
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 1.75f, InputType.STANDARD_ALT_UP, DoUnStepAutoplay, LaunchThrough, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 1.75f, InputType.STANDARD_ALT_UP, DoUnStepAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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currentCurve = null;
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currentCurve = null;
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Jukebox.PlayOneShotGame("samuraiSliceNtr/holy_mackerel" + UnityEngine.Random.Range(1, 4), pitch: UnityEngine.Random.Range(0.95f, 1.05f), volume: 0.8f);
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Jukebox.PlayOneShotGame("samuraiSliceNtr/holy_mackerel" + UnityEngine.Random.Range(1, 4), pitch: UnityEngine.Random.Range(0.95f, 1.05f), volume: 0.8f);
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@ -227,13 +227,13 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
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case (int) SamuraiSliceNtr.ObjectType.Demon:
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case (int) SamuraiSliceNtr.ObjectType.Demon:
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flyProg = 1;
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flyProg = 1;
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hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 4f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
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hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 4f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 4f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 4f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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currentCurve = SamuraiSliceNtr.instance.LaunchHighCurve;
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currentCurve = SamuraiSliceNtr.instance.LaunchHighCurve;
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break;
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break;
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default:
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default:
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flyProg = 1;
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flyProg = 1;
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hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 2f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
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hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 2f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 2f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 2f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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currentCurve = SamuraiSliceNtr.instance.LaunchCurve;
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currentCurve = SamuraiSliceNtr.instance.LaunchCurve;
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break;
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break;
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}
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}
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@ -162,6 +162,7 @@ namespace HeavenStudio.Games
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Jukebox.PlayOneShotGame($"tambourine/player/shake/{UnityEngine.Random.Range(1, 6)}");
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Jukebox.PlayOneShotGame($"tambourine/player/shake/{UnityEngine.Random.Range(1, 6)}");
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sweatAnimator.Play("Sweating", 0, 0);
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sweatAnimator.Play("Sweating", 0, 0);
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SummonFrog();
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SummonFrog();
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ScoreMiss();
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if (!intervalStarted)
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if (!intervalStarted)
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{
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{
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sadFace.SetActive(true);
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sadFace.SetActive(true);
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@ -173,6 +174,7 @@ namespace HeavenStudio.Games
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Jukebox.PlayOneShotGame($"tambourine/player/hit/{UnityEngine.Random.Range(1, 6)}");
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Jukebox.PlayOneShotGame($"tambourine/player/hit/{UnityEngine.Random.Range(1, 6)}");
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sweatAnimator.Play("Sweating", 0, 0);
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sweatAnimator.Play("Sweating", 0, 0);
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SummonFrog();
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SummonFrog();
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ScoreMiss();
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if (!intervalStarted)
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if (!intervalStarted)
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{
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{
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sadFace.SetActive(true);
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sadFace.SetActive(true);
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