Change Marcher March and Beat
Change the March and Beat of Marcher, to fix input dropping and make the inputs more consistent overall
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2889e98ce5
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@ -2,8 +2,8 @@ using System;
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public static class AppInfo {
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public static class AppInfo {
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//--- AutoGenerated.begin
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//--- AutoGenerated.begin
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public const string Version = "0.0.1024";
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public const string Version = "0.0.1025";
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public static readonly DateTime Date = new DateTime(2022, 12, 05, 20, 58, 15, 925, DateTimeKind.Utc);
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public static readonly DateTime Date = new DateTime(2022, 12, 06, 02, 51, 39, 874, DateTimeKind.Utc);
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//--- AutoGenerated.end
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//--- AutoGenerated.end
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}
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}
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@ -105,7 +105,10 @@ namespace HeavenStudio.Games
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private int marchOtherCount;
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private int marchOtherCount;
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private int marchPlayerCount;
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private int marchPlayerCount;
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private int turnLength;
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private int turnLength;
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private float nextMarch;
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private bool marchSuru;
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private bool beatSuru;
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private float marchTsugi;
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private float beatTsugi;
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private string fastTurn;
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private string fastTurn;
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@ -185,33 +188,16 @@ namespace HeavenStudio.Games
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void Update()
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void Update()
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{
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{
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var cond = Conductor.instance;
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var cond = Conductor.instance;
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
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var currBeat = cond.songPositionInBeats;
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{
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if (cond.songPositionInBeats >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length)
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{
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if (!(cond.songPositionInBeats >= noBop.startBeat && cond.songPositionInBeats < noBop.startBeat + noBop.length))
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Cadet1.DoScaledAnimationAsync("Bop", 0.5f);
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Cadet2.DoScaledAnimationAsync("Bop", 0.5f);
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Cadet3.DoScaledAnimationAsync("Bop", 0.5f);
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CadetPlayer.DoScaledAnimationAsync("Bop", 0.5f);
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}
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}
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if (cond.ReportBeat(ref marching.lastReportedBeat, bop.startBeat % 1))
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{
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if (cond.songPositionInBeats >= marching.startBeat && cond.songPositionInBeats < marching.startBeat + marching.length)
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{
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marchOtherCount += 1;
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var marchOtherAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL");
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Jukebox.PlayOneShotGame("marchingOrders/step1");
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if (marchSuru && (int) currBeat <= marching.length)
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Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
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{
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Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
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CadetsMarch(marchTsugi + (int) currBeat, marching.length);
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Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f);
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}
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ScheduleInput(cond.songPositionInBeats - 1f, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, MarchEmpty);
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if (beatSuru && (int) currBeat <= bop.length)
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}
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{
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Bop(beatTsugi + (int) currBeat, bop.length);
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}
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}
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if (PlayerInput.Pressed() && !IsExpectingInputNow())
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if (PlayerInput.Pressed() && !IsExpectingInputNow())
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{
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{
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Jukebox.PlayOneShot("miss");
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Jukebox.PlayOneShot("miss");
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@ -235,17 +221,39 @@ namespace HeavenStudio.Games
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CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
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CadetPlayer.DoScaledAnimationAsync("Halt", 0.5f);
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}
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}
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}
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}
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public void Bop(float beat, float length)
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public void Bop(float beat, float length)
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{
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{
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bop.length = length;
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bop.length = length;
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bop.startBeat = beat;
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bop.startBeat = beat;
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beatSuru = true;
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beatTsugi += 1f;
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Cadet1.DoScaledAnimationAsync("Bop", 0.5f); }),
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new BeatAction.Action(beat, delegate { Cadet2.DoScaledAnimationAsync("Bop", 0.5f); }),
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new BeatAction.Action(beat, delegate { Cadet3.DoScaledAnimationAsync("Bop", 0.5f); }),
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new BeatAction.Action(beat, delegate { CadetPlayer.DoScaledAnimationAsync("Bop", 0.5f); }),
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});
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}
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}
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public void CadetsMarch(float beat, float length)
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public void CadetsMarch(float beat, float length)
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{
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{
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marching.length = length;
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marching.length = length;
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marching.startBeat = beat;
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marching.startBeat = beat;
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marchOtherCount += 1;
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marchSuru = true;
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marchTsugi += 1f;
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var marchOtherAnim = (marchOtherCount % 2 != 0 ? "MarchR" : "MarchL");
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Cadet1.DoScaledAnimationAsync(marchOtherAnim, 0.5f); }),
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new BeatAction.Action(beat, delegate { Cadet2.DoScaledAnimationAsync(marchOtherAnim, 0.5f); }),
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new BeatAction.Action(beat, delegate { Cadet3.DoScaledAnimationAsync(marchOtherAnim, 0.5f); }),
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new BeatAction.Action(beat, delegate { ScheduleInput(beat - 1f, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, MarchEmpty);})
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});
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}
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}
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public void SargeAttention(float beat)
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public void SargeAttention(float beat)
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File diff suppressed because one or more lines are too long
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@ -134,7 +134,7 @@ PlayerSettings:
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16:10: 1
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16:10: 1
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16:9: 1
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16:9: 1
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Others: 1
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Others: 1
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bundleVersion: 0.0.1024
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bundleVersion: 0.0.1025
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preloadedAssets: []
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preloadedAssets: []
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metroInputSource: 0
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metroInputSource: 0
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wsaTransparentSwapchain: 0
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wsaTransparentSwapchain: 0
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@ -156,11 +156,11 @@ PlayerSettings:
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applicationIdentifier:
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applicationIdentifier:
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Standalone: com.Megaminerzero.HeavenStudio
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Standalone: com.Megaminerzero.HeavenStudio
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buildNumber:
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buildNumber:
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Standalone: 1024
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Standalone: 1025
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iPhone: 0
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iPhone: 0
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tvOS: 0
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tvOS: 0
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overrideDefaultApplicationIdentifier: 0
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overrideDefaultApplicationIdentifier: 0
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AndroidBundleVersionCode: 1024
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AndroidBundleVersionCode: 1025
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AndroidMinSdkVersion: 19
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AndroidMinSdkVersion: 19
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AndroidTargetSdkVersion: 0
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AndroidTargetSdkVersion: 0
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AndroidPreferredInstallLocation: 1
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AndroidPreferredInstallLocation: 1
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