Crouch Block Rework
Reworked crouch block to be a stretchable cue instead of a toggle (like KM prepare stance)
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93ecc2b280
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8551732920
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@ -12685,7 +12685,7 @@ MonoBehaviour:
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m_HandleRect: {fileID: 704039020}
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m_HandleRect: {fileID: 704039020}
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m_Direction: 0
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m_Direction: 0
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m_Value: 0
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m_Value: 0
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m_Size: 0.03287128
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m_Size: 0.032871284
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m_NumberOfSteps: 0
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m_NumberOfSteps: 0
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m_OnValueChanged:
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m_OnValueChanged:
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m_PersistentCalls:
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m_PersistentCalls:
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@ -18787,7 +18787,7 @@ MonoBehaviour:
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m_TargetGraphic: {fileID: 1589389272}
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m_TargetGraphic: {fileID: 1589389272}
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m_HandleRect: {fileID: 1589389271}
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m_HandleRect: {fileID: 1589389271}
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m_Direction: 2
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m_Direction: 2
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m_Value: 1
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m_Value: 0
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m_Size: 1
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m_Size: 1
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m_NumberOfSteps: 0
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m_NumberOfSteps: 0
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m_OnValueChanged:
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m_OnValueChanged:
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@ -23702,7 +23702,7 @@ 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: 0.5}
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m_AnchorMin: {x: 0, y: 0.5}
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m_AnchorMax: {x: 1, y: 0.5}
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m_AnchorMax: {x: 1, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 129.92247}
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m_AnchoredPosition: {x: 0, y: 130.07068}
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m_SizeDelta: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 1}
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m_Pivot: {x: 0.5, y: 1}
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--- !u!114 &1154875944
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--- !u!114 &1154875944
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@ -18,19 +18,21 @@ namespace HeavenStudio.Games.Loaders
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("toggle", true, "Inu Bop", "Inu Sensei bops or not."),
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new Param("toggle", true, "Inu Bop", "Inu Sensei bops or not."),
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new Param("toggle1", true, "Sumo Bop", "Sumo Brothers bop or not."),
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new Param("toggle1", true, "Brothers Bop", "Sumo Brothers bop or not."),
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},
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},
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defaultLength = 1f
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defaultLength = 1f
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},
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},
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new GameAction("inuCrouch", "Inu Crouch")
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new GameAction("crouch", "Crouch")
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{
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{
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Crouch(e["toggle"]); },
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Crouch(e.beat, e.length, e["toggle"], e["toggle1"]); },
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("toggle", true, "Crouch", "Inu Sensei crouches or not.")
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new Param("toggle", true, "Inu Crouch", "Inu Sensei crouches or not."),
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new Param("toggle1", true, "Brothers Crouch", "Sumo Brothers crouche or not.")
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},
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},
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defaultLength = 1f
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defaultLength = 1f,
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resizable = true
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},
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},
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new GameAction("endPose", "End Pose")
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new GameAction("endPose", "End Pose")
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@ -80,18 +82,13 @@ namespace HeavenStudio.Games
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}
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}
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}
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}
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public void Crouch(bool crouch)
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public void Crouch(float beat, float length, bool inu, bool sumo)
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{
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{
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if (crouch)
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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 { if (inu) inuSensei.DoScaledAnimationAsync("InuCrouch", 0.5f); }),
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inuSensei.DoScaledAnimationAsync("InuCrouch", 0.5f);
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new BeatAction.Action(beat + length, delegate { if (inu) inuSensei.DoScaledAnimationAsync("InuIdle", 0.5f); })
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});
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}
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else
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{
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inuSensei.DoScaledAnimationAsync("InuIdle", 0.5f);
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}
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}
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}
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public void Pose(float beat)
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public void Pose(float beat)
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