ssds nop samurai bop
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f28300b30c
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@ -19,12 +19,12 @@ namespace HeavenStudio.Games.Loaders
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{
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{
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new GameAction("bop", "Bop")
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new GameAction("bop", "Bop")
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{
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{
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function = delegate {var e = eventCaller.currentEntity; SamuraiSliceNtr.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); },
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function = delegate {var e = eventCaller.currentEntity; SamuraiSliceNtr.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
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resizable = true,
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resizable = true,
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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("whoBops", SamuraiSliceNtr.WhoBops.Both, "Bop", "Toggle if the child should bop for the duration of this event."),
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new Param("bop", true, "Bop", "Toggle if the child should bop for the duration of this event."),
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new Param("whoBopsAuto", SamuraiSliceNtr.WhoBops.None, "Bop (Auto)", "Toggle if the child should automatically bop until another Bop event is reached.")
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new Param("bopAuto", false, "Bop (Auto)", "Toggle if the child should automatically bop until another Bop event is reached.")
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}
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}
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},
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},
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new GameAction("melon", "Melon")
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new GameAction("melon", "Melon")
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@ -167,17 +167,12 @@ namespace HeavenStudio.Games
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private void Awake()
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private void Awake()
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{
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{
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instance = this;
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instance = this;
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SetupBopRegion("samuraiSliceNtr", "bop", "whoBopsAuto", false);
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SetupBopRegion("samuraiSliceNtr", "bop", "bopAuto", false);
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}
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}
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public override void OnBeatPulse(double beat)
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public override void OnBeatPulse(double beat)
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{
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{
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int whoBopsAuto = BeatIsInBopRegionInt(beat);
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if (BeatIsInBopRegion(beat)) childParent.GetComponent<NtrSamuraiChild>().Bop();
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bool goBopSamurai = whoBopsAuto == (int)WhoBops.Samurai || whoBopsAuto == (int)WhoBops.Both;
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bool goBopChild = whoBopsAuto == (int)WhoBops.Children || whoBopsAuto == (int)WhoBops.Both;
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if (goBopSamurai) player.Bop();
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if (goBopChild) childParent.GetComponent<NtrSamuraiChild>().Bop();
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}
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}
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void Update()
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void Update()
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@ -190,7 +185,7 @@ namespace HeavenStudio.Games
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DoSlice();
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DoSlice();
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}
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}
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public void Bop(double beat, float length, int whoBops, int whoBopsAuto)
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public void Bop(double beat, float length, bool whoBops, bool whoBopsAuto)
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{
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{
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for (int i = 0; i < length; i++)
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for (int i = 0; i < length; i++)
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{
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{
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@ -201,22 +196,11 @@ namespace HeavenStudio.Games
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}
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}
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}
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}
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void BopSingle(int whoBops)
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void BopSingle(bool whoBops)
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{
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{
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switch (whoBops)
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if (whoBops)
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{
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{
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case (int)WhoBops.Samurai:
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childParent.GetComponent<NtrSamuraiChild>().Bop();
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player.Bop();
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break;
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case (int)WhoBops.Children:
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childParent.GetComponent<NtrSamuraiChild>().Bop();
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break;
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case (int)WhoBops.Both:
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player.Bop();
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childParent.GetComponent<NtrSamuraiChild>().Bop();
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break;
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default:
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break;
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}
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}
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}
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}
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