Implemented functionality to "bop" + pitching sfx
pretty much does what the title says. pitching for voicelines is automatic, and scales properly to tempo (based on 98 bpm)
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@ -17,11 +17,15 @@ namespace HeavenStudio.Games.Loaders
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{
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new GameAction("bop", "Bop")
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{
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function = delegate { Manzai.instance.Bop(); },
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function = delegate {
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var e = eventCaller.currentEntity;
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Manzai.instance.Bop(e.beat, e.length, e["who"], e["bop"], e["auto"]);
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},
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("who", Manzai.WhoBops.Both, "Who Bops?", "Which bird bops"),
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new Param("bop", true, "Enable Bopping", "Whether to bop to the beat or not"),
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new Param("auto", false, "Automatic?", "Whether to bop to the beat or not automatically"),
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}
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},
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@ -76,10 +80,12 @@ namespace HeavenStudio.Games
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[SerializeField] Animator VultureAnim;
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[SerializeField] Animator RavenAnim;
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bool ravenBop = true;
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bool vultureBop = true;
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public enum WhoBops
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{
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None,
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Kasuke,
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Kosuke,
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Both,
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@ -139,28 +145,64 @@ namespace HeavenStudio.Games
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instance = this;
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}
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public void Bop()
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public override void OnLateBeatPulse(double beat)
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{
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VultureAnim.DoScaledAnimationAsync("Bop", 0.5f);
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RavenAnim.DoScaledAnimationAsync("Bop", 0.5f);
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if (vultureBop)
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VultureAnim.DoScaledAnimationAsync("Bop", 0.5f);
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if (ravenBop)
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RavenAnim.DoScaledAnimationAsync("Bop", 0.5f);
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}
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public void Bop(double beat, float length, int whoBops, bool bop, bool autoBop)
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{
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ravenBop = (whoBops is (int)WhoBops.Kasuke or (int)WhoBops.Both) && autoBop;
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vultureBop = (whoBops is (int)WhoBops.Kosuke or (int)WhoBops.Both) && autoBop;
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if (bop)
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{
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var actions = new List<BeatAction.Action>();
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for (int i = 0; i < length; i++)
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{
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if (whoBops is (int)WhoBops.Kasuke or (int)WhoBops.Both) actions.Add(new(beat + i, delegate { RavenAnim.DoScaledAnimationAsync("Bop", 0.5f); }));
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if (whoBops is (int)WhoBops.Kosuke or (int)WhoBops.Both) actions.Add(new(beat + i, delegate { VultureAnim.DoScaledAnimationAsync("Bop", 0.5f); }));
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}
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BeatAction.New(this, actions);
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}
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}
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public void DoPun(double beat)
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{
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SoundByte.PlayOneShotGame("manzai/"+sfxDefs[0].sfx);
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SoundByte.PlayOneShotGame("manzai/"+sfxDefs[0].sfx, pitch: Conductor.instance.songBpm/98);
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ScheduleInput(beat, 2.5f, InputAction_BasicPress, HaiJust, HaiMiss, Nothing);
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ScheduleInput(beat, 3.0f, InputAction_BasicPress, HaiJust, HaiMiss, Nothing);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.0f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
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new BeatAction.Action(beat + 0.5f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
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new BeatAction.Action(beat + 1.0f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
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new BeatAction.Action(beat + 1.5f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
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});
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}
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public void HaiJust(PlayerActionEvent caller, float state)
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{
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SoundByte.PlayOneShotGame("manzai/hai");
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SoundByte.PlayOneShotGame("manzai/hai", pitch: Conductor.instance.songBpm/98);
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SoundByte.PlayOneShotGame("manzai/haiAccent");
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RavenAnim.DoScaledAnimationAsync("Talk", 0.5f);
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VultureAnim.DoScaledAnimationAsync("Bop", 0.5f);
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}
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public void HaiMiss(PlayerActionEvent caller)
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{
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SoundByte.PlayOneShotGame("manzai/hai");
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RavenAnim.DoScaledAnimationAsync("Talk", 0.5f);
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VultureAnim.DoScaledAnimationAsync("Bop", 0.5f);
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}
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public void Nothing(PlayerActionEvent caller)
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{
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