let play mode handle its own fade out
This commit is contained in:
parent
3a6727dcfa
commit
7c4c03c0cf
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@ -892,8 +892,8 @@ MonoBehaviour:
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m_faceColor:
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m_faceColor:
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serializedVersion: 2
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serializedVersion: 2
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rgba: 4294967295
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rgba: 4294967295
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m_fontSize: 24
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m_fontSize: 32
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m_fontSizeBase: 24
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m_fontSizeBase: 32
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m_fontWeight: 400
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m_fontWeight: 400
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m_enableAutoSizing: 0
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m_enableAutoSizing: 0
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m_fontSizeMin: 24
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m_fontSizeMin: 24
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@ -1339,7 +1339,7 @@ MonoBehaviour:
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m_ReferencePixelsPerUnit: 100
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m_ReferencePixelsPerUnit: 100
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m_ScaleFactor: 1
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m_ScaleFactor: 1
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m_ReferenceResolution: {x: 1920, y: 1080}
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m_ReferenceResolution: {x: 1920, y: 1080}
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m_ScreenMatchMode: 0
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m_ScreenMatchMode: 1
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m_MatchWidthOrHeight: 0
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m_MatchWidthOrHeight: 0
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m_PhysicalUnit: 3
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m_PhysicalUnit: 3
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m_FallbackScreenDPI: 96
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m_FallbackScreenDPI: 96
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@ -6055,7 +6055,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 272, y: -64}
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m_AnchoredPosition: {x: 272.12793, y: -64}
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m_SizeDelta: {x: 256, y: 128}
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m_SizeDelta: {x: 256, y: 128}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1592423197
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--- !u!114 &1592423197
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@ -7329,7 +7329,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 816, y: -64}
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m_AnchoredPosition: {x: 816.3838, y: -64}
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m_SizeDelta: {x: 256, y: 128}
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m_SizeDelta: {x: 256, y: 128}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1923523152
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--- !u!114 &1923523152
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@ -191,7 +191,7 @@ namespace HeavenStudio
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if (playMode)
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if (playMode)
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{
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{
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StartCoroutine(WaitReadyAndPlayCo(startBeat));
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StartCoroutine(WaitReadyAndPlayCo(startBeat, 1f));
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}
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}
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}
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}
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@ -331,17 +331,20 @@ namespace HeavenStudio
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public void ScoreInputAccuracy(double beat, double accuracy, bool late, double time, float weight = 1, bool doDisplay = true, int category = 0)
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public void ScoreInputAccuracy(double beat, double accuracy, bool late, double time, float weight = 1, bool doDisplay = true, int category = 0)
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{
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{
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totalInputs += weight;
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if (weight > 0)
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totalPlayerAccuracy += Math.Pow(accuracy, weight);
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judgementInfo.inputs.Add(new JudgementManager.InputInfo
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{
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{
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beat = beat,
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totalInputs += weight;
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accuracyState = accuracy,
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totalPlayerAccuracy += Math.Abs(accuracy) * weight;
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timeOffset = time,
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weight = weight,
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judgementInfo.inputs.Add(new JudgementManager.InputInfo
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category = category
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{
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});
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beat = beat,
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accuracyState = accuracy,
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timeOffset = time,
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weight = weight,
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category = category
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});
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}
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if (accuracy < Minigame.rankOkThreshold && weight > 0)
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if (accuracy < Minigame.rankOkThreshold && weight > 0)
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{
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{
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@ -644,6 +647,11 @@ namespace HeavenStudio
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inputs = new List<JudgementManager.InputInfo>(),
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inputs = new List<JudgementManager.InputInfo>(),
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medals = new List<JudgementManager.MedalInfo>()
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medals = new List<JudgementManager.MedalInfo>()
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};
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};
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if (playMode && delay > 0)
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{
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GlobalGameManager.ForceFade(0, delay * 0.5f, delay * 0.5f);
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}
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}
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}
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StartCoroutine(PlayCo(beat, delay));
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StartCoroutine(PlayCo(beat, delay));
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@ -165,15 +165,29 @@ namespace HeavenStudio
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instance.fadeImage.DOKill();
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instance.fadeImage.DOKill();
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instance.loadingText.enabled = false;
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instance.loadingText.enabled = false;
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memPanel.SetActive(false);
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memPanel.SetActive(false);
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instance.fadeImage.DOFade(0, fadeOut).OnComplete(() =>
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if (fadeOut < 0)
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{
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{
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}
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else if (fadeOut == 0)
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{
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instance.fadeImage.color = new Color(0, 0, 0, 0);
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instance.fadeImage.gameObject.SetActive(false);
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instance.fadeImage.gameObject.SetActive(false);
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});
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}
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else
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{
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instance.fadeImage.DOFade(0, fadeOut).OnComplete(() =>
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{
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instance.fadeImage.gameObject.SetActive(false);
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});
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}
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}
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}
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IEnumerator ForceFadeAsync(float hold, float fadeOut)
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IEnumerator ForceFadeAsync(float hold, float fadeOut)
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{
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{
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yield return new WaitForSeconds(hold);
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if (hold > 0)
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{
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yield return new WaitForSeconds(hold);
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}
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instance.fadeImage.DOKill();
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instance.fadeImage.DOKill();
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instance.loadingText.enabled = false;
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instance.loadingText.enabled = false;
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memPanel.SetActive(false);
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memPanel.SetActive(false);
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@ -246,13 +260,29 @@ namespace HeavenStudio
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{
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{
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instance.fadeImage.DOKill();
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instance.fadeImage.DOKill();
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instance.fadeImage.gameObject.SetActive(true);
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instance.fadeImage.gameObject.SetActive(true);
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instance.fadeImage.color = new Color(0, 0, 0, 0);
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instance.loadingText.enabled = false;
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instance.loadingText.enabled = false;
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instance.memPanel.SetActive(false);
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instance.memPanel.SetActive(false);
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instance.fadeImage.DOFade(1, fadeIn).OnComplete(() =>
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if (fadeIn > 0)
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{
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{
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instance.StartCoroutine(instance.ForceFadeAsync(hold, fadeOut));
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instance.fadeImage.color = new Color(0, 0, 0, 0);
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});
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instance.fadeImage.DOFade(1, fadeIn).OnComplete(() =>
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{
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instance.StartCoroutine(instance.ForceFadeAsync(hold, fadeOut));
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});
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}
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else
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{
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if (hold > 0 || fadeOut >= 0)
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{
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instance.fadeImage.color = new Color(0, 0, 0, 1);
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instance.StartCoroutine(instance.ForceFadeAsync(hold, fadeOut));
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}
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else
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{
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instance.fadeImage.color = new Color(0, 0, 0, 1);
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instance.fadeImage.gameObject.SetActive(true);
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}
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}
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}
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}
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public static void ShowErrorMessage(string header, string message)
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public static void ShowErrorMessage(string header, string message)
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@ -220,6 +220,7 @@ namespace HeavenStudio
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chartDescText.text = beatmap["remixdesc"];
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chartDescText.text = beatmap["remixdesc"];
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playPanel.SetActive(true);
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playPanel.SetActive(true);
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SoundByte.PlayOneShot("ui/UISelect");
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}
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}
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catch (System.Exception e)
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catch (System.Exception e)
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{
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{
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@ -234,7 +235,7 @@ namespace HeavenStudio
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public void PlayPanelAccept()
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public void PlayPanelAccept()
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{
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{
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SoundByte.PlayOneShot("ui/UIEnter");
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SoundByte.PlayOneShot("ui/UIEnter");
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GlobalGameManager.LoadScene("Game", 0.35f, 0.5f);
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GlobalGameManager.LoadScene("Game", 0.35f, -1);
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}
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}
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public void PlayPanelBack()
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public void PlayPanelBack()
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@ -226,8 +226,8 @@ namespace HeavenStudio.Common
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void OnRestart()
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void OnRestart()
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{
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{
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UnPause(true);
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UnPause(true);
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GlobalGameManager.ForceFade(0, 1f, 0.5f);
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GlobalGameManager.ForceFade(0, 0f, -1f);
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GameManager.instance.Stop(0, true, 1.5f);
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GameManager.instance.Stop(0, true, 1f);
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SoundByte.PlayOneShot("ui/UIEnter");
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SoundByte.PlayOneShot("ui/UIEnter");
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}
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}
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