particle + arc adjustment, fix weird anim play on gameswitch
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5514609cc9
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@ -263,7 +263,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 344575782839395223}
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m_GameObject: {fileID: 344575782839395223}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: -25, y: 4, z: 0}
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m_LocalPosition: {x: -25, y: 2.81, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Children: []
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@ -2061,7 +2061,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 5367660552507315250}
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m_GameObject: {fileID: 5367660552507315250}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 2.63, y: -0.77, z: 0}
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m_LocalPosition: {x: 2.67, y: -0.77, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Children: []
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@ -2151,7 +2151,7 @@ ParticleSystem:
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startLifetime:
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startLifetime:
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serializedVersion: 2
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serializedVersion: 2
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minMaxState: 0
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minMaxState: 0
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scalar: 5
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scalar: 0.6
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minScalar: 5
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minScalar: 5
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maxCurve:
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maxCurve:
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serializedVersion: 2
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serializedVersion: 2
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@ -3012,7 +3012,7 @@ ParticleSystem:
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countCurve:
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countCurve:
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serializedVersion: 2
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serializedVersion: 2
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minMaxState: 0
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minMaxState: 0
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scalar: 10
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scalar: 5
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minScalar: 30
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minScalar: 30
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maxCurve:
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maxCurve:
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serializedVersion: 2
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serializedVersion: 2
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@ -3085,13 +3085,13 @@ ParticleSystem:
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inWeight: 0
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inWeight: 0
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outWeight: 0.67731327
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outWeight: 0.67731327
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- serializedVersion: 3
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- serializedVersion: 3
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time: 0.19609144
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time: 1
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value: 0
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value: 0
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inSlope: -12.338608
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inSlope: -3.0356529
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outSlope: -12.338608
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outSlope: -3.0356529
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tangentMode: 0
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tangentMode: 0
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weightedMode: 0
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weightedMode: 0
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inWeight: 0.18219988
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inWeight: 0.1632253
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outWeight: 0
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outWeight: 0
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m_PreInfinity: 2
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_PostInfinity: 2
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@ -2,7 +2,6 @@ using HeavenStudio.Util;
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using System;
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using System;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_MeatGrinder
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namespace HeavenStudio.Games.Scripts_MeatGrinder
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@ -105,7 +104,6 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
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SoundByte.PlayOneShotGame("meatGrinder/" + (isBarely ? "tink" : "meatHit"));
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SoundByte.PlayOneShotGame("meatGrinder/" + (isBarely ? "tink" : "meatHit"));
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game.TackAnim.DoScaledAnimationAsync("TackHit" + (isBarely ? "Barely" : "Success"), 0.5f);
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game.TackAnim.DoScaledAnimationAsync("TackHit" + (isBarely ? "Barely" : "Success"), 0.5f);
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(float rangeStart, float rangeEnd) = meatType switch { // im not good enough at math to figure out how to make this an equation
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(float rangeStart, float rangeEnd) = meatType switch { // im not good enough at math to figure out how to make this an equation
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MeatType.DarkMeat => (0, 0.333f),
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MeatType.DarkMeat => (0, 0.333f),
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MeatType.LightMeat => (0.334f, 0.666f),
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MeatType.LightMeat => (0.334f, 0.666f),
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@ -113,7 +111,8 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
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};
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};
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var sheetAnim = game.MeatSplash.textureSheetAnimation;
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var sheetAnim = game.MeatSplash.textureSheetAnimation;
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sheetAnim.frameOverTime = new ParticleSystem.MinMaxCurve(rangeStart, rangeEnd);
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sheetAnim.frameOverTime = new ParticleSystem.MinMaxCurve(rangeStart, rangeEnd);
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// has a probability of zero normally so it's not played with Play() but this exposes it to the editor
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int amount = (int)game.MeatSplash.emission.GetBurst(0).count.constant;
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int amount = (int)game.MeatSplash.emission.GetBurst(0).count.constant;
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game.MeatSplash.Emit(new ParticleSystem.EmitParams(), amount);
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game.MeatSplash.Emit(new ParticleSystem.EmitParams(), amount);
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@ -276,9 +276,6 @@ namespace HeavenStudio.Games
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CartGuyParentAnim.gameObject.SetActive(cartEase.length != 0);
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CartGuyParentAnim.gameObject.SetActive(cartEase.length != 0);
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// Debug.Log("isPlaying : " + cond.isPlaying);
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// Debug.Log("isPaused : " + cond.isPaused);
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// Debug.Log("NotStopped : " + cond.NotStopped());
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if (cond.isPlaying && !cond.isPaused) {
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if (cond.isPlaying && !cond.isPaused) {
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foreach (Transform gear in Gears) {
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foreach (Transform gear in Gears) {
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double newZ = Time.deltaTime * currentGearSpeed * 50 * (gear.name == "Big" ? -1 : 1) / cond.pitchedSecPerBeat;
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double newZ = Time.deltaTime * currentGearSpeed * 50 * (gear.name == "Big" ? -1 : 1) / cond.pitchedSecPerBeat;
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@ -420,7 +417,7 @@ namespace HeavenStudio.Games
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public void StartInterval(double beat, float length, double gameSwitchBeat, bool autoPassTurn)
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public void StartInterval(double beat, float length, double gameSwitchBeat, bool autoPassTurn)
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{
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{
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List<BeatAction.Action> actions = new() {
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List<BeatAction.Action> actions = new() {
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new(beat - 1, delegate { BossAnim.DoScaledAnimationFromBeatAsync("BossSignal", 0.5f, beat - 1); }),
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new(beat - 1, delegate { if (Conductor.instance.songPositionInBeatsAsDouble < beat) BossAnim.DoScaledAnimationFromBeatAsync("BossSignal", 0.5f, beat - 1); }),
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};
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};
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var allCallEvents = GetRelevantMeatCallsBetweenBeat(beat, beat + length);
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var allCallEvents = GetRelevantMeatCallsBetweenBeat(beat, beat + length);
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