Begun fixing lockstep, just needs small fixes and features
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@ -17,65 +17,36 @@ namespace HeavenStudio.Games.Loaders
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return new Minigame("lockstep", "Lockstep \n<color=#eb5454>[WIP]</color>", "0058CE", false, false, new List<GameAction>()
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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; Lockstep.instance.Bop(e.beat, e["toggle"]); },
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parameters = new List<Param>()
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{
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function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Bop(e.beat, e["toggle"]); },
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Reset Pose", "Resets to idle pose.")
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},
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defaultLength = 1f,
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new Param("toggle", false, "Reset Pose", "Resets to idle pose.")
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},
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defaultLength = 1f,
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},
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new GameAction("hai", "Hai!")
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{
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function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat); },
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defaultLength = 1f,
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inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat);}
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},
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{
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function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat); },
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defaultLength = 1f,
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inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat);}
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},
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new GameAction("offbeatSwitch", "Switch to Offbeat")
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{
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function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OnbeatSwitch(e.beat); },
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defaultLength = 8f
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},
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{
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preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OffbeatSwitch(e.beat); },
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defaultLength = 8f
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},
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new GameAction("onbeatSwitch", "Switch to Onbeat")
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{
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function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OffbeatSwitch(e.beat); },
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defaultLength = 2f
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},
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new GameAction("marching", "Onbeat Stepping")
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{
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function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OnbeatStep(e.beat, e.length); },
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defaultLength = 4f,
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resizable = true,
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hidden = true
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},
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new GameAction("startStepping", "Start Stepping")
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{
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function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.BeginStepping(e.beat); },
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defaultLength = 1f,
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hidden = true
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},
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new GameAction("test1", "onbeat march test")
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{
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function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.OnbeatMarch(e.beat); },
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defaultLength = 1f,
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hidden = true
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}
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{
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preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OnbeatSwitch(e.beat); },
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defaultLength = 2f
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},
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new GameAction("marching", "Marching")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e.length);},
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defaultLength = 4f,
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resizable = true
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}
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});
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}
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@ -87,78 +58,53 @@ namespace HeavenStudio.Games
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// using Scripts_Lockstep;
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public class Lockstep : Minigame
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{
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// private Animator stepswitcher;
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public Animator stepswitcherP;
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public Animator stepswitcher0;
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public Animator stepswitcher1;
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public GameObject Player;
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[Header("Components")]
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[SerializeField] Animator stepswitcherP;
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[SerializeField] Animator stepswitcher0;
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[SerializeField] Animator stepswitcher1;
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[Header("Properties")]
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public GameEvent bop = new GameEvent();
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public bool goStep;
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GameEvent bop = new GameEvent();
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static List<float> queuedInputs = new List<float>();
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public float steppingLength;
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public float steppingStartBeat;
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private float lastReportedBeat = 0f;
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public static Lockstep instance;
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public static Lockstep instance { get; set; }
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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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goStep = false;
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}
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// Update is called once per frame
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public void Update()
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{
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var cond = Conductor.instance;
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if (goStep)
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if (cond.isPlaying && !cond.isPaused)
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{
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print("stepping is on");
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if (Conductor.instance.ReportBeat(ref lastReportedBeat))
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if (queuedInputs.Count > 0)
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{
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print("one small step for switch");
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Jukebox.PlayOneShotGame("Lockstep/marchOnBeat1");
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stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
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stepswitcher0.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
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stepswitcher1.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
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foreach (var input in queuedInputs)
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{
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ScheduleInput(input - 0.5f, 0.5f, InputType.STANDARD_DOWN, Just, Miss, Nothing);
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(input, delegate { EvaluateMarch(); }),
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});
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}
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queuedInputs.Clear();
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}
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if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
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var stepPlayerAnim = (beatAnimCheck % 2 != 0 ? "OffbeatMarch" : "OnbeatMarch");
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stepswitcherP.DoScaledAnimationAsync(stepPlayerAnim, 0.5f);
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}
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}
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if (PlayerInput.Pressed() && !IsExpectingInputNow())
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{
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//Jukebox.PlayOneShot("miss");
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var beatAnimCheck = Math.Round(Conductor.instance.songPositionInBeats * 2);
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print("check: " + beatAnimCheck);
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var stepPlayerAnim = (beatAnimCheck % 2 != 0 ? "OffbeatMarch" : "OnbeatMarch");
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Jukebox.PlayOneShotGame("lockstep/miss");
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stepswitcherP.DoScaledAnimationAsync(stepPlayerAnim, 0.5f);
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}
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}
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public void Bop(float beat, bool reset)
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{
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if(reset)
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if (reset)
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{
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stepswitcher0.DoScaledAnimationAsync("BopReset", 0.5f);
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stepswitcher1.DoScaledAnimationAsync("BopReset", 0.5f);
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@ -172,10 +118,6 @@ namespace HeavenStudio.Games
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stepswitcherP.DoScaledAnimationAsync("Bop", 0.5f);
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}
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}
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public void Hai(float beat)
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@ -183,23 +125,21 @@ namespace HeavenStudio.Games
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Jukebox.PlayOneShotGame("lockstep/switch1");
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}
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public void BeginStepping(float beat)
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{
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { goStep = true; }),
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});
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print("Start Stepping");
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print(goStep);
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}
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public void OnbeatSwitch(float beat)
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public static void OnbeatSwitch(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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{
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new MultiSound.Sound("lockstep/switch5", beat),
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new MultiSound.Sound("lockstep/switch6", beat + 0.5f),
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new MultiSound.Sound("lockstep/switch5", beat + 1f),
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new MultiSound.Sound("lockstep/switch6", beat + 1.5f)
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}, forcePlay: true);
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}
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public static void OffbeatSwitch(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("lockstep/switch1", beat),
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new MultiSound.Sound("lockstep/switch1", beat + 1f),
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new MultiSound.Sound("lockstep/switch1", beat + 2f),
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||||
|
@ -210,44 +150,100 @@ namespace HeavenStudio.Games
|
|||
new MultiSound.Sound("lockstep/switch4", beat + 5.5f),
|
||||
new MultiSound.Sound("lockstep/switch4", beat + 6.5f),
|
||||
new MultiSound.Sound("lockstep/switch4", beat + 7.5f),
|
||||
}, forcePlay: false);
|
||||
}, forcePlay: true);
|
||||
}
|
||||
|
||||
public void OffbeatSwitch(float beat)
|
||||
public static void Marching(float beat, float length)
|
||||
{
|
||||
var sound = new MultiSound.Sound[]
|
||||
if (GameManager.instance.currentGame == "lockstep")
|
||||
{
|
||||
for (int i = 0; i < length + 1; i++)
|
||||
{
|
||||
new MultiSound.Sound("lockstep/switch5", beat),
|
||||
new MultiSound.Sound("lockstep/switch6", beat + 0.5f),
|
||||
new MultiSound.Sound("lockstep/switch5", beat + 1f),
|
||||
new MultiSound.Sound("lockstep/switch6", beat + 1.5f)
|
||||
};
|
||||
|
||||
|
||||
MultiSound.Play(sound);
|
||||
|
||||
|
||||
Lockstep.instance.ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, Lockstep.instance.Just, Lockstep.instance.Miss, Lockstep.instance.Nothing);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + i, delegate { Lockstep.instance.EvaluateMarch(); }),
|
||||
});
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < length + 1; i++)
|
||||
{
|
||||
queuedInputs.Add(beat + i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void OnbeatStep(float beat, float length)
|
||||
public void EvaluateMarch()
|
||||
{
|
||||
/*marching.length = length;
|
||||
marching.startBeat = beat;
|
||||
print("onbeatstep len: " + marching.length);
|
||||
print("onbeatstep start: " + marching.startBeat);*/
|
||||
var cond = Conductor.instance;
|
||||
var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
|
||||
if (beatAnimCheck % 2 != 0)
|
||||
{
|
||||
stepswitcher0.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
||||
stepswitcher1.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
stepswitcher0.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
stepswitcher1.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnbeatMarch(float beat)
|
||||
public void Just(PlayerActionEvent caller, float state)
|
||||
{
|
||||
|
||||
stepswitcher0.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
stepswitcher1.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
Jukebox.PlayOneShotGame("lockstep/marchOnbeat1");
|
||||
|
||||
|
||||
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
|
||||
if (beatAnimCheck % 2 != 0)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("lockstep/miss");
|
||||
stepswitcherP.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
Jukebox.PlayOneShotGame("lockstep/miss");
|
||||
stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
}
|
||||
Debug.Log("Barely");
|
||||
return;
|
||||
}
|
||||
Success();
|
||||
}
|
||||
|
||||
public void Success()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
|
||||
if (beatAnimCheck % 2 != 0)
|
||||
{
|
||||
Jukebox.PlayOneShotGame($"lockstep/marchOffbeat{UnityEngine.Random.Range(1, 3)}");
|
||||
stepswitcherP.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
Jukebox.PlayOneShotGame($"lockstep/marchOnbeat{UnityEngine.Random.Range(1, 3)}");
|
||||
stepswitcherP.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
public void Miss(PlayerActionEvent caller)
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
|
||||
Jukebox.PlayOneShotGame("lockstep/wayOff");
|
||||
if (beatAnimCheck % 2 != 0)
|
||||
{
|
||||
stepswitcherP.Play("OffbeatMiss", 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
stepswitcherP.Play("OnbeatMiss", 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public void Nothing(PlayerActionEvent caller) {}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue