Lots of small things
Replaced the combined "boing" sound from rhre with the split "boing" sounds from ingame for easier voice replacement. Split the regular pun and boing pun blocks. Made the offset for Kosuke's voicelines adapt to the sound's pitch. Made speech bubble positions randomized. Made the "ready" animation play in autoplay if you're in touch mode. Moved the window for when you're allowed to start holding for a slap in touch mode sooner.
This commit is contained in:
parent
3b7c0dc96a
commit
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m_PersistentCalls:
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@ -33,16 +33,40 @@ namespace HeavenStudio.Games.Loaders
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{
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{
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preFunction = delegate {
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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var e = eventCaller.currentEntity;
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Manzai.PunSFX(e.beat, e["pun"], e["pitch"], e["boing"]); },
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Manzai.PunSFX(e.beat, e["pun"], e["pitch"], 0); },
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function = delegate {
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function = delegate {
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var e = eventCaller.currentEntity;
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var e = eventCaller.currentEntity;
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Manzai.instance.DoPun(e.beat, e["boing"], e["pun"]); },
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Manzai.instance.DoPun(e.beat, 0, e["pun"]); },
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defaultLength = 4,
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defaultLength = 4,
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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("boing", Manzai.BoingType.Normal, "Pun Type", "Will Kosuke mess up his pun?"),
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//new Param("boing", Manzai.BoingType.Normal, "Pun Type", "Will Kosuke mess up his pun?"),
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/*new Param("random", true, "Random Voiceline", "Use a random pun?", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => !(bool)x, new string[] { "pun" }),
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "unused" })
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}),*/
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new Param("pun", Manzai.Puns.FutongaFuttonda, "Which Pun?", "Which pun will Kosuke say?"),
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//new Param("unused", false, "Include Unused", "Will unused puns be picked?"),
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new Param("pitch", true, "Pitch Voiceline", "Will the pun pitch with the tempo?"),
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}
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},
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new GameAction("boing", "Pun (Boing)")
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{
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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Manzai.PunSFX(e.beat, e["pun"], e["pitch"], 1); },
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function = delegate {
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var e = eventCaller.currentEntity;
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Manzai.instance.DoPun(e.beat, 1, e["pun"]); },
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defaultLength = 4,
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parameters = new List<Param>()
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{
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//new Param("boing", Manzai.BoingType.Normal, "Pun Type", "Will Kosuke mess up his pun?"),
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/*new Param("random", true, "Random Voiceline", "Use a random pun?", new List<Param.CollapseParam>()
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/*new Param("random", true, "Random Voiceline", "Use a random pun?", new List<Param.CollapseParam>()
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{
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{
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new Param.CollapseParam((x, _) => !(bool)x, new string[] { "pun" }),
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new Param.CollapseParam((x, _) => !(bool)x, new string[] { "pun" }),
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@ -152,6 +176,8 @@ namespace HeavenStudio.Games
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double lastWhiffBeat = double.MinValue;
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double lastWhiffBeat = double.MinValue;
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bool canDodge = true;
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bool canDodge = true;
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float randomBubbleBoth = 0.0f;
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public enum WhoBops
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public enum WhoBops
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@ -321,7 +347,8 @@ namespace HeavenStudio.Games
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public static void PunSFX(double beat, int whichPun, bool isPitched, int isBoing)
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public static void PunSFX(double beat, int whichPun, bool isPitched, int isBoing)
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{
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{
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var punName= Enum.GetName(typeof(Puns), whichPun);
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var punName= Enum.GetName(typeof(Puns), whichPun);
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float pitch = isPitched ? Conductor.instance.songBpm/98 : 1;
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float pitch = isPitched ? Conductor.instance.GetBpmAtBeat(beat)/98 : 1;
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double offset = isPitched ? (0.05/(Conductor.instance.GetBpmAtBeat(beat)/98)) : 0.05;
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var sounds = new List<MultiSound.Sound>();
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var sounds = new List<MultiSound.Sound>();
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int boing = isBoing;
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int boing = isBoing;
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int length = boingLengths.GetValueOrDefault(punName);
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int length = boingLengths.GetValueOrDefault(punName);
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@ -330,12 +357,13 @@ namespace HeavenStudio.Games
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Debug.Log(length);
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Debug.Log(length);
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for (int i = 0; i < syllables; i++) {
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for (int i = 0; i < syllables; i++) {
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sounds.Add(new MultiSound.Sound($"manzai/{punName}{i + 1}", beat + (i * 0.25), pitch, offset: i == 0 ? 0.05 : 0));
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sounds.Add(new MultiSound.Sound($"manzai/{punName}{i + 1}", beat + (i * 0.25), pitch, offset: i == 0 ? offset : 0));
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}
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}
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if (isBoing == 1)
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if (isBoing == 1)
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{
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{
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sounds.Add(new MultiSound.Sound("manzai/boing", syllables == 6 ? beat + 1.50 : beat + 1.25 , pitch));
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sounds.Add(new MultiSound.Sound("manzai/boing", syllables == 6 ? beat + 1.50 : beat + 1.25 , pitch, volume: 0.8f));
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sounds.Add(new MultiSound.Sound("manzai/comedy", syllables == 6 ? beat + 1.50 : beat + 1.25 , pitch, volume: 0.8f));
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}
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}
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MultiSound.Play(sounds.ToArray(), forcePlay: true);
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MultiSound.Play(sounds.ToArray(), forcePlay: true);
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@ -357,7 +385,7 @@ namespace HeavenStudio.Games
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{
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{
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new BeatAction.Action(beat + 0.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
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new BeatAction.Action(beat + 0.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
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new BeatAction.Action(beat + 0.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
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new BeatAction.Action(beat + 0.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
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new BeatAction.Action(beat + 2.25f, delegate { ravenCanBop = false; canDodge = true; }),
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new BeatAction.Action(beat + 2.25f, delegate { ravenCanBop = false; canDodge = true; bubbleRandom(); }),
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new BeatAction.Action(beat + 3.25f, delegate { vultureCanBop = true; ravenCanBop = true; }),
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new BeatAction.Action(beat + 3.25f, delegate { vultureCanBop = true; ravenCanBop = true; }),
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new BeatAction.Action(beat + 3.25f, delegate { audienceRespond(beat); }),
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new BeatAction.Action(beat + 3.25f, delegate { audienceRespond(beat); }),
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});
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});
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@ -370,13 +398,18 @@ namespace HeavenStudio.Games
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new BeatAction.Action(beat + 0.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
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new BeatAction.Action(beat + 0.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
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new BeatAction.Action(beat + 1.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
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new BeatAction.Action(beat + 1.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
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new BeatAction.Action(beat + 1.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
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new BeatAction.Action(beat + 1.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
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new BeatAction.Action(beat + 2.25f, delegate { ravenCanBop = false; canDodge = true; }),
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new BeatAction.Action(beat + 2.25f, delegate { ravenCanBop = false; canDodge = true; bubbleRandom(); }),
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new BeatAction.Action(beat + 3.25f, delegate { vultureCanBop = true; ravenCanBop = true; }),
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new BeatAction.Action(beat + 3.25f, delegate { vultureCanBop = true; ravenCanBop = true; }),
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new BeatAction.Action(beat + 3.25f, delegate { audienceRespond(beat); }),
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new BeatAction.Action(beat + 3.25f, delegate { audienceRespond(beat); }),
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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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public void bubbleRandom()
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{
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randomBubbleBoth = UnityEngine.Random.Range(-100, 101) / 1000.0f;
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}
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public void HaiJustFull(float state, int side)
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public void HaiJustFull(float state, int side)
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{
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{
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SoundByte.PlayOneShotGame("manzai/hai", pitch: Conductor.instance.songBpm/98);
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SoundByte.PlayOneShotGame("manzai/hai", pitch: Conductor.instance.songBpm/98);
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@ -406,7 +439,11 @@ namespace HeavenStudio.Games
|
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// var euler = PivotL.eulerAngles;
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// var euler = PivotL.eulerAngles;
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// euler.z = UnityEngine.Random.Range(0, 100);
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// euler.z = UnityEngine.Random.Range(0, 100);
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int side = 0;
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int side = 0;
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float randomL = UnityEngine.Random.Range(-40, 41) / 1000.0f;
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Quaternion rotL = new Quaternion();
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rotL.Set(0, 0, randomBubbleBoth + randomL, 1);
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|
PivotL.rotation = rotL;
|
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HaiBubbleL.DoScaledAnimationAsync("HaiL", 0.5f);
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HaiBubbleL.DoScaledAnimationAsync("HaiL", 0.5f);
|
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HaiJustFull(state, side);
|
HaiJustFull(state, side);
|
||||||
}
|
}
|
||||||
|
|
@ -414,7 +451,11 @@ namespace HeavenStudio.Games
|
||||||
public void HaiJustR(PlayerActionEvent caller, float state)
|
public void HaiJustR(PlayerActionEvent caller, float state)
|
||||||
{
|
{
|
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int side = 1;
|
int side = 1;
|
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float randomR = UnityEngine.Random.Range(-40, 41) / 1000.0f;
|
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|
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|
Quaternion rotR = new Quaternion();
|
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rotR.Set(0, 0, randomBubbleBoth + randomR, 1);
|
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PivotR.rotation = rotR;
|
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HaiBubbleR.DoScaledAnimationAsync("HaiR", 0.5f);
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HaiBubbleR.DoScaledAnimationAsync("HaiR", 0.5f);
|
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HaiJustFull(state, side);
|
HaiJustFull(state, side);
|
||||||
}
|
}
|
||||||
|
|
@ -435,6 +476,13 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
RavenAnim.DoScaledAnimationAsync("Ready", 0.5f);
|
RavenAnim.DoScaledAnimationAsync("Ready", 0.5f);
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (GameManager.instance.autoplay)
|
||||||
|
{
|
||||||
|
RavenAnim.DoScaledAnimationAsync("Ready", 0.5f);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
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public void DoPunBoing(double beat, int whichPun)
|
public void DoPunBoing(double beat, int whichPun)
|
||||||
|
|
@ -454,7 +502,7 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
new BeatAction.Action(beat + 0.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
|
new BeatAction.Action(beat + 0.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
|
||||||
new BeatAction.Action(beat + 0.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
|
new BeatAction.Action(beat + 0.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
|
||||||
new BeatAction.Action(beat + 1.25f, delegate { isPreparingForBoing = true; }),
|
new BeatAction.Action(beat + 0.50f, delegate { isPreparingForBoing = true; }),
|
||||||
new BeatAction.Action(syllables == 6 ? beat + 1.50 : beat + 1.25, delegate { VultureAnim.DoScaledAnimationAsync("Boing", 0.5f); }),
|
new BeatAction.Action(syllables == 6 ? beat + 1.50 : beat + 1.25, delegate { VultureAnim.DoScaledAnimationAsync("Boing", 0.5f); }),
|
||||||
new BeatAction.Action(syllables == 6 ? beat + 1.75 : beat + 1.50, delegate { canDodge = true; }),
|
new BeatAction.Action(syllables == 6 ? beat + 1.75 : beat + 1.50, delegate { canDodge = true; }),
|
||||||
new BeatAction.Action(beat + 2.00f, delegate { SlapReady(); }),
|
new BeatAction.Action(beat + 2.00f, delegate { SlapReady(); }),
|
||||||
|
|
@ -470,8 +518,8 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
new BeatAction.Action(beat + 0.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
|
new BeatAction.Action(beat + 0.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
|
||||||
new BeatAction.Action(beat + 0.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
|
new BeatAction.Action(beat + 0.50f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
|
||||||
|
new BeatAction.Action(beat + 0.50f, delegate { isPreparingForBoing = true; }),
|
||||||
new BeatAction.Action(beat + 1.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
|
new BeatAction.Action(beat + 1.00f, delegate { VultureAnim.DoScaledAnimationAsync("Talk", 0.5f); }),
|
||||||
new BeatAction.Action(beat + 1.25f, delegate { isPreparingForBoing = true; }),
|
|
||||||
new BeatAction.Action(syllables == 6 ? beat + 1.50 : beat + 1.25, delegate { VultureAnim.DoScaledAnimationAsync("Boing", 0.5f); }),
|
new BeatAction.Action(syllables == 6 ? beat + 1.50 : beat + 1.25, delegate { VultureAnim.DoScaledAnimationAsync("Boing", 0.5f); }),
|
||||||
new BeatAction.Action(syllables == 6 ? beat + 1.75 : beat + 1.50, delegate { canDodge = true; }),
|
new BeatAction.Action(syllables == 6 ? beat + 1.75 : beat + 1.50, delegate { canDodge = true; }),
|
||||||
new BeatAction.Action(beat + 2.00f, delegate { SlapReady(); }),
|
new BeatAction.Action(beat + 2.00f, delegate { SlapReady(); }),
|
||||||
|
|
@ -520,8 +568,20 @@ namespace HeavenStudio.Games
|
||||||
RavenAnim.DoScaledAnimationAsync("Attack", 0.5f);
|
RavenAnim.DoScaledAnimationAsync("Attack", 0.5f);
|
||||||
VultureAnim.DoScaledAnimationAsync("Damage", 0.5f);
|
VultureAnim.DoScaledAnimationAsync("Damage", 0.5f);
|
||||||
|
|
||||||
int bubbleAnimation = UnityEngine.Random.Range(0, 2);
|
|
||||||
DonaiyanenBubble.DoScaledAnimationAsync(bubbleAnimation == 1 ? "DonaiyanenL" : "DonaiyanenR", 0.5f);
|
float randomD = UnityEngine.Random.Range(-40, 41) / 200.0f;
|
||||||
|
float randomH = UnityEngine.Random.Range(-50, 51) / 30.0f;
|
||||||
|
float randomV = UnityEngine.Random.Range(40, 81) / 40.0f;
|
||||||
|
|
||||||
|
Quaternion rotD = new Quaternion();
|
||||||
|
rotD.Set(0, 0, randomD, 1);
|
||||||
|
PivotD.rotation = rotD;
|
||||||
|
|
||||||
|
Vector3 posD = new Vector3();
|
||||||
|
posD.Set(randomH - 1.5f, randomV, 0);
|
||||||
|
PivotD.position = posD;
|
||||||
|
|
||||||
|
DonaiyanenBubble.DoScaledAnimationAsync("Donaiyanen", 0.5f);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void BoingMiss(PlayerActionEvent caller)
|
public void BoingMiss(PlayerActionEvent caller)
|
||||||
|
|
@ -535,7 +595,8 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public void CustomBoing(double beat)
|
public void CustomBoing(double beat)
|
||||||
{
|
{
|
||||||
SoundByte.PlayOneShotGame("manzai/Boing", pitch: Conductor.instance.songBpm/98);
|
SoundByte.PlayOneShotGame("manzai/boing", pitch: Conductor.instance.songBpm/98, volume: 0.8f);
|
||||||
|
SoundByte.PlayOneShotGame("manzai/comedy", pitch: Conductor.instance.songBpm/98, volume: 0.8f);
|
||||||
VultureAnim.DoScaledAnimationAsync("Boing", 0.5f);
|
VultureAnim.DoScaledAnimationAsync("Boing", 0.5f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -650,12 +711,6 @@ namespace HeavenStudio.Games
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void LateUpdate()
|
|
||||||
{
|
|
||||||
var rot = PivotL.eulerAngles;
|
|
||||||
rot.z = 50;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void OnGameSwitch(double beat)
|
public override void OnGameSwitch(double beat)
|
||||||
{
|
{
|
||||||
foreach(var entity in GameManager.instance.Beatmap.Entities)
|
foreach(var entity in GameManager.instance.Beatmap.Entities)
|
||||||
|
|
|
||||||
|
|
@ -287,5 +287,6 @@ MonoBehaviour:
|
||||||
- Assets/Scripts/Games/MonkeyWatch/MonkeyClockArrow.cs
|
- Assets/Scripts/Games/MonkeyWatch/MonkeyClockArrow.cs
|
||||||
- Assets/Scripts/Games/MonkeyWatch/BalloonHandler.cs
|
- Assets/Scripts/Games/MonkeyWatch/BalloonHandler.cs
|
||||||
- Assets/Scripts/Games/MonkeyWatch/WatchMonkey.cs
|
- Assets/Scripts/Games/MonkeyWatch/WatchMonkey.cs
|
||||||
|
- Assets/Scripts/Games/Manzai/Manzai.cs
|
||||||
PathsToSkipImportEvent: []
|
PathsToSkipImportEvent: []
|
||||||
PathsToIgnoreOverwriteSettingOnAttribute: []
|
PathsToIgnoreOverwriteSettingOnAttribute: []
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue