floo
xd
This commit is contained in:
parent
c95a30b2c7
commit
6bc4f07ede
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@ -217,7 +217,7 @@ SpriteRenderer:
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m_Size: {x: 19.2, y: 10.8}
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m_Size: {x: 19.2, y: 10.8}
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m_AdaptiveModeThreshold: 0.5
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m_AdaptiveModeThreshold: 0.5
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m_SpriteTileMode: 0
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m_SpriteTileMode: 0
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m_WasSpriteAssigned: 1
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m_WasSpriteAssigned: 0
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m_MaskInteraction: 0
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m_MaskInteraction: 0
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m_SpriteSortPoint: 0
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m_SpriteSortPoint: 0
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--- !u!1 &7415742817949127273
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--- !u!1 &7415742817949127273
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@ -677,6 +677,10 @@ PrefabInstance:
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propertyPath: m_LocalEulerAnglesHint.z
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propertyPath: m_LocalEulerAnglesHint.z
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value: 0
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value: 0
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: 2083661237789383229, guid: 30af0541f981c784594ccc782dfe60e0, type: 3}
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propertyPath: mainBody.a
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 2083661237789383229, guid: 30af0541f981c784594ccc782dfe60e0, type: 3}
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- target: {fileID: 2083661237789383229, guid: 30af0541f981c784594ccc782dfe60e0, type: 3}
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propertyPath: mainBody.b
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propertyPath: mainBody.b
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value: 1
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value: 1
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@ -30,12 +30,23 @@ namespace HeavenStudio.Games.Loaders
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/// Fill in the loader class label, "*prefab name*", and "*Display Name*" with the relevant information
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/// Fill in the loader class label, "*prefab name*", and "*Display Name*" with the relevant information
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/// For help, feel free to reach out to us on our discord, in the #development channel.
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/// For help, feel free to reach out to us on our discord, in the #development channel.
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public static class RvlLockstepLoader
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public static class RvlFlockstepLoader
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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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{
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return new Minigame("flockstep", "Flock-Step", "ffffff", false, false, new List<GameAction>()
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return new Minigame("flockstep", "Flock-Step", "ffffff", false, false, new List<GameAction>()
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{
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{
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new GameAction("bop", "Bop")
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{
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function = delegate { var e = eventCaller.currentEntity; Flockstep.instance.Bop(e.beat, e.length, e["toggle2"], e["toggle"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("toggle2", true, "Bop", "Toggle if the the Hue Birds should bop for the duration of this event."),
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new Param("toggle", false, "Bop (Auto)", "Toggle if the Hue Birds should automatically bop until another Bop event is reached.")
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}
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},
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new GameAction("march", "Stepping")
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new GameAction("march", "Stepping")
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{
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{
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defaultLength = 1,
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defaultLength = 1,
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@ -64,5 +75,18 @@ namespace HeavenStudio.Games
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/// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override.
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/// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override.
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public class Flockstep : Minigame
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public class Flockstep : Minigame
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{
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{
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public static Flockstep instance;
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public GameEvent bop = new GameEvent();
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public void Bop(double beat, float length, bool bop, bool autoBop)
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{
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}
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// Start is called before the first frame update
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void Awake()
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{
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instance = this;
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SetupBopRegion("flockstep", "bop", "toggle");
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}
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}
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}
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}
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}
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@ -13,16 +13,6 @@ namespace HeavenStudio
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Minigames.Minigame game;
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Minigames.Minigame game;
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game = RvlLockstepLoader.AddGame(eventCaller);
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if (game != null)
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{
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eventCaller.minigames.Add(game.name, game);
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}
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else
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{
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Debug.LogWarning("Game loader RvlLockstepLoader failed!");
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}
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game = RvlBadmintonLoader.AddGame(eventCaller);
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game = RvlBadmintonLoader.AddGame(eventCaller);
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if (game != null)
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if (game != null)
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{
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{
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@ -583,6 +573,16 @@ namespace HeavenStudio
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Debug.LogWarning("Game loader AgbWaltzLoader failed!");
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Debug.LogWarning("Game loader AgbWaltzLoader failed!");
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}
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}
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game = RvlFlockstepLoader.AddGame(eventCaller);
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if (game != null)
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{
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eventCaller.minigames.Add(game.name, game);
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}
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else
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{
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Debug.LogWarning("Game loader RvlFlockstepLoader Fucking failed!");
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}
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game = RvlWorkingDoughLoader.AddGame(eventCaller);
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game = RvlWorkingDoughLoader.AddGame(eventCaller);
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if (game != null)
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if (game != null)
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{
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{
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