Started work on mr upbeat
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@ -41,7 +41,7 @@ namespace HeavenStudio.Games.Loaders
|
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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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new GameAction("marching", "Stepping")
|
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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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|
@ -65,7 +65,6 @@ namespace HeavenStudio.Games
|
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|
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|
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[Header("Properties")]
|
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GameEvent bop = new GameEvent();
|
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static List<float> queuedInputs = new List<float>();
|
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|
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public static Lockstep instance;
|
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|
|
|
@ -37,6 +37,12 @@ namespace HeavenStudio.Games.Loaders
|
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new Param("toggle", false, "Applause")
|
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}
|
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},
|
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new GameAction("stepping", "Stepping")
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{
|
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preFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.Stepping(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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}
|
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|
@ -49,7 +55,7 @@ namespace HeavenStudio.Games
|
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public class MrUpbeat : Minigame
|
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{
|
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[Header("References")]
|
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public GameObject metronome;
|
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public Animator metronomeAnim;
|
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public UpbeatMan man;
|
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public GameObject bt;
|
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private static MultiSound beeps; //only used when this game isn't active.
|
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|
@ -98,7 +104,7 @@ namespace HeavenStudio.Games
|
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if (canGo)
|
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{
|
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var songPos = Conductor.instance.songPositionInBeats - beatOffset;
|
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metronome.transform.eulerAngles = new Vector3(0, 0, 270 - Mathf.Cos(Mathf.PI * songPos) * 60);
|
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//metronome.transform.eulerAngles = new Vector3(0, 0, 270 - Mathf.Cos(Mathf.PI * songPos) * 60);
|
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}
|
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|
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if (Conductor.instance.ReportBeat(ref beat.lastReportedBeat))
|
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|
@ -175,6 +181,59 @@ namespace HeavenStudio.Games
|
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man.Blip();
|
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}
|
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|
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public static void Stepping(float beat, float length)
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{
|
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if (GameManager.instance.currentGame == "mrUpbeat")
|
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{
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for (int i = 0; i < length + 1; i++)
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{
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MrUpbeat.instance.ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, MrUpbeat.instance.Just, MrUpbeat.instance.Miss, MrUpbeat.instance.Nothing);
|
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if (i % 2 == 0)
|
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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 + i - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoLeft", 0.5f); }),
|
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new BeatAction.Action(beat + i, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight"); }),
|
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});
|
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}
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else
|
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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 + i - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoRight", 0.5f); }),
|
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new BeatAction.Action(beat + i, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft"); }),
|
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});
|
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}
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}
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}
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else
|
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{
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}
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}
|
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public void Just(PlayerActionEvent caller, float state)
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{
|
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if (state >= 1f || state <= -1f)
|
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{
|
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return;
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}
|
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Success();
|
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}
|
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public void Success()
|
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{
|
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}
|
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public void Miss(PlayerActionEvent caller)
|
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{
|
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|
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}
|
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|
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public void Nothing(PlayerActionEvent caller) {}
|
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|
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public static void Beep(float beat, float length)
|
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{
|
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if(GameManager.instance.currentGame == "mrUpbeat") //this function is only meant for making beeps while the game is inactive
|
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|
|
Loading…
Reference in a new issue