Fan Club: fix forcing idol anims during responses
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0004961f90
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@ -49,6 +49,7 @@ namespace HeavenStudio.Games
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public GameEvent bop = new GameEvent();
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public GameEvent specBop = new GameEvent();
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public GameEvent noBop = new GameEvent();
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public GameEvent noResponse = new GameEvent();
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public GameEvent noSpecBop = new GameEvent();
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private bool responseToggle = false;
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@ -176,6 +177,12 @@ namespace HeavenStudio.Games
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noBop.startBeat = beat;
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}
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private void DisableResponse(float beat, float length)
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{
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noResponse.length = length;
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noResponse.startBeat = beat;
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}
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private void DisableSpecBop(float beat, float length)
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{
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float bt = Conductor.instance.songPositionInBeats;
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@ -193,8 +200,8 @@ namespace HeavenStudio.Games
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public void PlayAnim(float beat, float length, int type)
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{
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noBop.length = length;
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noBop.startBeat = beat;
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DisableResponse(beat, length);
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DisableBop(beat, length);
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switch (type)
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{
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@ -239,16 +246,20 @@ namespace HeavenStudio.Games
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private void DoIdolClaps()
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{
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if (!responseToggle)
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{
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if (!(Conductor.instance.songPositionInBeats >= noResponse.startBeat && Conductor.instance.songPositionInBeats < noResponse.startBeat + noResponse.length))
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{
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idolAnimator.Play("IdolCrap", -1, 0);
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idolClapEffect.Play();
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}
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}
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}
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private void DoIdolResponse()
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{
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if (responseToggle)
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{
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if (!(Conductor.instance.songPositionInBeats >= noResponse.startBeat && Conductor.instance.songPositionInBeats < noResponse.startBeat + noResponse.length))
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idolAnimator.Play("IdolResponse", -1, 0);
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}
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}
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