Rhythm Test GBA Hotfix 2
fixed zero not disappearing when beeps start, set up framework that'll make the text at least marginally easier to implement later
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@ -220,7 +220,7 @@ namespace HeavenStudio.Games
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{
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new BeatAction.Action(beat + i, delegate
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{
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flashAnimator.Play("KTBPulse", 0, 0);
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PlayFlashFX();
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SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
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})
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@ -230,7 +230,12 @@ namespace HeavenStudio.Games
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}
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}
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public void PlayFlashFX()
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{
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numberAnimator.Play("Idle");
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numberBGAnimator.Play("Idle");
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flashAnimator.Play("KTBPulse", 0 ,0);
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}
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@ -269,11 +274,11 @@ namespace HeavenStudio.Games
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate {flashAnimator.Play("KTBPulse");}),
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new BeatAction.Action(beat, delegate {PlayFlashFX();}),
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new BeatAction.Action(beat+1, delegate {flashAnimator.Play("KTBPulse");}),
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new BeatAction.Action(beat+1, delegate {PlayFlashFX();}),
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new BeatAction.Action(beat+2, delegate {flashAnimator.Play("KTBPulse");}),
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new BeatAction.Action(beat+2, delegate {PlayFlashFX();}),
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new BeatAction.Action(beat+3, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/end_ding", beat: beat, forcePlay: true);})
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@ -294,14 +299,14 @@ namespace HeavenStudio.Games
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public void StopKeepbeatInput(double beat)
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{
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ScheduleInput(beat, 0f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
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flashAnimator.Play("KTBPulse");
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PlayFlashFX();
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}
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public override void OnBeatPulse(double beat)
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{
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if (goBeep)
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{
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flashAnimator.Play("KTBPulse");
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PlayFlashFX();
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SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
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}
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@ -18,5 +18,7 @@ MonoBehaviour:
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_disableAutoReloadInBackground: 0
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ImportedScriptPaths:
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- Assets/Scripts/Games/Tunnel/Tunnel.cs
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- Assets/Scripts/Games/SumoBrothers/SumoBrothers.cs
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- Assets/Scripts/Games/RhythmTestGBA/RhythmTestGBA.cs
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PathsToSkipImportEvent: []
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PathsToIgnoreOverwriteSettingOnAttribute: []
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