meow
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@ -213,12 +213,11 @@ namespace HeavenStudio.Games
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public void Clap(float beat, float length, int type, bool spotlightToggle)
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public void Clap(float beat, float length, int type, bool spotlightToggle)
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{
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{
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MultiSound.Play(new MultiSound.Sound[] {
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("clapTrap/donk", beat),
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new MultiSound.Sound("clapTrap/donk", beat),
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new MultiSound.Sound("clapTrap/donk", beat + length),
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new MultiSound.Sound("clapTrap/donk", beat + length),
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new MultiSound.Sound("clapTrap/donk", beat + length * 2),
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new MultiSound.Sound("clapTrap/donk", beat + length * 2),
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new MultiSound.Sound("clapTrap/whiff", beat + length * 4, offset : (float)(Jukebox.GetClipLengthGame("clapTrap/whiff"))),
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new MultiSound.Sound("clapTrap/whiff", beat + length * 4.5),
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}, forcePlay: true);
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}, forcePlay: true);
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if (spotlightToggle)
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if (spotlightToggle)
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@ -242,13 +241,8 @@ namespace HeavenStudio.Games
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swordClone.cueLength = length * 4;
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swordClone.cueLength = length * 4;
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swordClone.cueStart = beat;
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swordClone.cueStart = beat;
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swordClone.cueType = type;
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swordClone.cueType = type;
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}
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}
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public void DollAnimations(float beat, int animate)
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public void DollAnimations(float beat, int animate)
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{
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{
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if (animate == 0)
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if (animate == 0)
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@ -269,20 +263,15 @@ namespace HeavenStudio.Games
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{
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{
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dollHead.DoScaledAnimationAsync("HeadTalk", 0.5f);
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dollHead.DoScaledAnimationAsync("HeadTalk", 0.5f);
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}
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}
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}
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}
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public void ChangeBackgroundColor(Color color, float beats)
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public void ChangeBackgroundColor(Color color, float beats)
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{
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{
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var seconds = Conductor.instance.secPerBeat * beats;
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var seconds = Conductor.instance.secPerBeat * beats;
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{
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if (bgColorTween != null)
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if (bgColorTween != null)
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bgColorTween.Kill(true);
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bgColorTween.Kill(true);
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}
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if (seconds == 0)
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if (seconds == 0)
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{
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{
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bg.color = color;
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bg.color = color;
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@ -292,9 +281,7 @@ namespace HeavenStudio.Games
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bgColorTween = bg.DOColor(color, seconds);
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bgColorTween = bg.DOColor(color, seconds);
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}
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}
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backgroundColor = color;
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backgroundColor = color;
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}
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}
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public void FadeBackgroundColor(Color start, Color end, float beats)
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public void FadeBackgroundColor(Color start, Color end, float beats)
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@ -319,7 +306,5 @@ namespace HeavenStudio.Games
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spotlightMaterial.SetColor("_ColorBravo", glowSpotlightColor);
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spotlightMaterial.SetColor("_ColorBravo", glowSpotlightColor);
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spotlightMaterial.SetColor("_ColorDelta", bottomSpotlightColor);
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spotlightMaterial.SetColor("_ColorDelta", bottomSpotlightColor);
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}
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}
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}
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}
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}
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}
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@ -8,16 +8,23 @@ namespace HeavenStudio.Games.Scripts_ClapTrap
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{
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{
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public class Sword : MonoBehaviour
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public class Sword : MonoBehaviour
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{
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{
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public double cueStart;
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public double cueStart;
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public double cueLength;
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public float cueLength;
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public int cueType;
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public int cueType;
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private Animator dollHead;
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private Animator dollArms;
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private ClapTrap game;
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Awake()
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void Awake()
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{
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{
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ClapTrap.instance.ScheduleInput(cueStart, cueLength, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Hit, Miss, Out);
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game = ClapTrap.instance;
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dollHead = game.dollHead;
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dollArms = game.dollArms;
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game.ScheduleInput((float)cueStart, cueLength, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Hit, Miss, Out);
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}
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}
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// Update is called once per frame
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// Update is called once per frame
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@ -50,11 +57,9 @@ namespace HeavenStudio.Games.Scripts_ClapTrap
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}
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}
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dollArms.DoScaledAnimationAsync("ArmsHit", 0.5f);
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dollArms.DoScaledAnimationAsync("ArmsHit", 0.5f);
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clapEffect.DoScaledAnimationAsync("ClapEffect", 0.5f);
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game.clapEffect.DoScaledAnimationAsync("ClapEffect", 0.5f);
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GetComponent<Animator>().DoScaledAnimationAsync("swordHandHit", 0.5f);
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swordClone.SetActive(true);
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swordClone.GetComponent<Animator>().DoScaledAnimationAsync("swordHandHit", 0.5f);
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}
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}
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private void Miss(PlayerActionEvent caller)
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private void Miss(PlayerActionEvent caller)
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