28a621b90d
* The funny * Yar har har har * 1 two tree * Hilarious! * procedurally spawning in stuff * bored meeting * A lot! * Assistant stop added * Added Bops * Added Sounds * Added miss stuff!! Only need the miss anim for the pigs!!! * Tweaks * Bugfixes! * anim fix anim fix * STRAIGHT! * Sound offsets fixed * added the new anims to implement * new sheet * loopSpin implemented * woah * mis stuff * doen done done * Various fixes * Fixed clappy trio bop bug * Epic tings * Added color and screen shake * Small things * redid sheets a little * Fixed burger preview * Almost done with forklifter * Bg color and fixed 4 peas for fork lifter * icon * bg stuff for tambourine and forklfiter --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
366 lines
13 KiB
C#
366 lines
13 KiB
C#
using DG.Tweening;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class NtrCropLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("cropStomp", "Crop Stomp", "c0f0b8", false, false, new List<GameAction>()
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{
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new GameAction("start marching", "Start Marching")
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{
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function = delegate { CropStomp.instance.StartMarching(eventCaller.currentEntity.beat); },
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defaultLength = 2f,
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inactiveFunction = delegate { CropStomp.MarchInactive(eventCaller.currentEntity.beat); }
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},
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new GameAction("veggies", "Veggies")
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{
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("mole", "Mole")
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{
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defaultLength = 2f,
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parameters = new List<Param>()
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{
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new Param("mute", false, "Mute", "Should the mole laugh sound be muted?")
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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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namespace HeavenStudio.Games
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{
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using Scripts_CropStomp;
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public class CropStomp : Minigame
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{
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const float stepDistance = 2.115f;
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public static float[] moleSoundOffsets = new float[]{ 0.134f, 0.05f, 0.061f };
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float scrollRate => stepDistance / (Conductor.instance.pitchedSecPerBeat * 2f);
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float grassWidth;
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float dotsWidth = 19.2f;
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private float newBeat = -1f; // So that marching can happen on beat 0.
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private float marchStartBeat = -1f;
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private float marchOffset;
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private int currentMarchBeat;
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private int stepCount;
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private bool isStepping;
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private static float inactiveStart = -1f;
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public bool isMarching => marchStartBeat != -1f;
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[NonSerialized] public bool isFlicking;
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public GameObject baseVeggie;
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public GameObject baseMole;
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public Animator legsAnim;
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public Animator bodyAnim;
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public Transform farmerTrans;
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public SpriteRenderer grass;
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public Transform grassTrans;
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public Transform dotsTrans;
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public Transform scrollingHolder;
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public Transform veggieHolder;
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public Farmer farmer;
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public BezierCurve3D pickCurve;
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public BezierCurve3D moleCurve;
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private Tween shakeTween;
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public static CropStomp instance;
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private void Awake()
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{
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instance = this;// Finding grass sprite width for grass scrolling.
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farmer.Init();
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var grassSprite = grass.sprite;
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var borderLeft = grassSprite.rect.xMin + grassSprite.border.x;
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var borderRight = grassSprite.rect.xMax - grassSprite.border.z;
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var borderWidthPixels = borderRight - borderLeft;
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grassWidth = borderWidthPixels / grassSprite.pixelsPerUnit;
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legsAnim.Play("LiftFront", 0, 1); // Start with leg up.
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// Initialize vegetables.
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var cond = Conductor.instance;
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var entities = GameManager.instance.Beatmap.entities;
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float startBeat = cond.songPositionInBeats;
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float endBeat = Single.MaxValue;
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if (inactiveStart == -1f)
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{
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// Find the beat of the closest "start marching" event.
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var marchStarts = entities.FindAll(m => m.datamodel == "cropStomp/start marching");
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for (int i = 0; i < marchStarts.Count; i++)
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{
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var sampleBeat = marchStarts[i].beat;
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if (cond.songPositionInBeats <= sampleBeat + 0.25f) // 0.25-beat buffer in case the start marching event is directly next to the game switch event.
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{
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startBeat = sampleBeat;
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break;
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}
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}
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}
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else
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{
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// Find the beat of the next step, assuming marching started at inactiveStart.
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int stepsPassed = 0;
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while (inactiveStart + (stepsPassed * 2f) < cond.songPositionInBeats)
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{
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stepsPassed++;
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if (stepsPassed > 1000)
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{
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Debug.Log("Loop broke!");
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return;
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}
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}
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startBeat = inactiveStart + (stepsPassed * 2f);
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// Cue the marching proper to begin when applicable.
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(startBeat - 0.25f, delegate { StartMarching(startBeat); })
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});
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inactiveStart = -1f;
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}
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// find out when the next game switch (or remix end) happens
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var allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" });
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allEnds.Sort((x, y) => x.beat.CompareTo(y.beat));
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//get the beat of the closest end event
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foreach (var end in allEnds)
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{
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if (end.datamodel.Split(2) == "cropStomp") continue;
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if (end.beat > startBeat)
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{
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endBeat = end.beat;
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break;
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}
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}
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// Veggie and mole events.
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var vegEvents = entities.FindAll(v => v.datamodel == "cropStomp/veggies");
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var moleEvents = entities.FindAll(m => m.datamodel == "cropStomp/mole");
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// Spawn veggies.
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for (int i = 0; i < vegEvents.Count; i++)
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{
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var vegBeat = vegEvents[i].beat;
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var vegLength = vegEvents[i].length;
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// Only consider veggie events that aren't past the start point.
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if (startBeat <= vegBeat + vegLength)
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{
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int veggiesInEvent = Mathf.CeilToInt(vegLength + 1) / 2;
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for (int b = 0; b < veggiesInEvent; b++)
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{
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var targetVeggieBeat = vegBeat + 2f * b;
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if (startBeat <= targetVeggieBeat && targetVeggieBeat < endBeat)
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{
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SpawnVeggie(targetVeggieBeat, startBeat, false);
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}
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}
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}
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}
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// Spawn moles.
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for (int i = 0; i < moleEvents.Count; i++)
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{
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var moleBeat = moleEvents[i].beat;
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if (startBeat <= moleBeat && moleBeat < endBeat)
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{
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SpawnVeggie(moleBeat, startBeat, true);
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}
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}
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}
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List<DynamicBeatmap.DynamicEntity> cuedMoleSounds = new List<DynamicBeatmap.DynamicEntity>();
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private void Update()
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{
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var cond = Conductor.instance;
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if (!cond.isPlaying)
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return;
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// Mole sounds.
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var moleEvents = GameManager.instance.Beatmap.entities.FindAll(m => m.datamodel == "cropStomp/mole");
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for (int i = 0; i < moleEvents.Count; i++)
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{
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var moleEvent = moleEvents[i];
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if (moleEvent["mute"]) continue;
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var timeToEvent = moleEvent.beat - cond.songPositionInBeats;
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if (timeToEvent <= 4f && timeToEvent > 2f && !cuedMoleSounds.Contains(moleEvent))
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{
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cuedMoleSounds.Add(moleEvent);
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MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("cropStomp/moleNyeh", (moleEvent.beat - 2f) - moleSoundOffsets[0] * Conductor.instance.songBpm / 60f),
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new MultiSound.Sound("cropStomp/moleHeh1", (moleEvent.beat - 1.5f) - moleSoundOffsets[1] * Conductor.instance.songBpm / 60f),
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new MultiSound.Sound("cropStomp/moleHeh2", (moleEvent.beat - 1f) - moleSoundOffsets[2] * Conductor.instance.songBpm / 60f) });
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}
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}
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if (!isMarching)
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return;
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// Debug.Log(newBeat);
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if (cond.ReportBeat(ref newBeat, marchOffset, true))
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{
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currentMarchBeat += 1;
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PlayAnims();
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if (currentMarchBeat % 2 != 0) //step sound
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{
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MultiSound.Play(new MultiSound.Sound[] {new MultiSound.Sound("cropStomp/hmm", newBeat + marchOffset)});
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}
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}
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// Object scroll.
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var scrollPos = scrollingHolder.localPosition;
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var newScrollX = scrollPos.x + (scrollRate * Time.deltaTime);
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scrollingHolder.localPosition = new Vector3(newScrollX, scrollPos.y, scrollPos.z);
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// Grass scroll.
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var grassPos = grassTrans.localPosition;
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var newGrassX = grassPos.x + (scrollRate * Time.deltaTime);
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newGrassX = (newGrassX % (grassWidth * 4.5f));
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grassTrans.localPosition = new Vector3(newGrassX, grassPos.y, grassPos.z);
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// Dots scroll
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var dotsPos = dotsTrans.localPosition;
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var newDotsX = dotsPos.x + (scrollRate * Time.deltaTime);
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newDotsX = (newDotsX % dotsWidth);
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dotsTrans.localPosition = new Vector3(newDotsX, dotsPos.y, dotsPos.z);
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}
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private void LateUpdate()
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{
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if (!isMarching)
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return;
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if (PlayerInput.PressedUp())
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{
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// Don't play raise animation if successfully flicked.
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if (!isFlicking)
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bodyAnim.Play("Raise");
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}
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isFlicking = false;
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}
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private void PlayAnims()
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{
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// Step.
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if (currentMarchBeat % 2 != 0)
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{
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// Don't step if already stomped.
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if (!isStepping)
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{
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stepCount += 1;
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var stepAnim = (stepCount % 2 != 0 ? "StepFront" : "StepBack");
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legsAnim.Play(stepAnim, 0, 0);
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isStepping = true;
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}
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}
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// Lift.
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else
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{
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var liftAnim = (stepCount % 2 != 0 ? "LiftBack" : "LiftFront");
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legsAnim.Play(liftAnim, 0, 0);
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var farmerPos = farmerTrans.localPosition;
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farmerTrans.localPosition = new Vector3(farmerPos.x - stepDistance, farmerPos.y, farmerPos.z);
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isStepping = false;
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}
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}
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public void StartMarching(float beat)
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{
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marchStartBeat = beat;
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marchOffset = marchStartBeat % 1;
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currentMarchBeat = 0;
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stepCount = 0;
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farmer.nextStompBeat = beat;
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}
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public void Stomp()
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{
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// Don't increment step counter if autostep stepped already.
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if (!isStepping)
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stepCount += 1;
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var stompAnim = (stepCount % 2 != 0 ? "StompFront" : "StompBack");
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legsAnim.Play(stompAnim, 0, 0);
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Jukebox.PlayOneShotGame("cropStomp/stomp");
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if (shakeTween != null)
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shakeTween.Kill(true);
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DOTween.Punch(() => GameCamera.additionalPosition, x => GameCamera.additionalPosition = x, new Vector3(0, 0.75f, 0),
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Conductor.instance.pitchedSecPerBeat*0.5f, 18, 1f);
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isStepping = true;
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}
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private void SpawnVeggie(float beat, float startBeat, bool isMole)
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{
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var newVeggie = GameObject.Instantiate(isMole ? baseMole : baseVeggie, veggieHolder).GetComponent<Veggie>();
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newVeggie.targetBeat = beat;
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var veggieX = (beat - startBeat) * -stepDistance / 2f;
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newVeggie.transform.localPosition = new Vector3(veggieX, 0f, 0f);
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newVeggie.Init();
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newVeggie.gameObject.SetActive(true);
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}
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public static void MarchInactive(float beat)
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{
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if (GameManager.instance.currentGame == "cropStomp") //this function is only meant for making march sounds while the game is inactive
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{
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return;
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}
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inactiveStart = beat;
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DynamicBeatmap.DynamicEntity gameSwitch = GameManager.instance.Beatmap.entities.Find(c => c.beat >= beat && c.datamodel == "gameManager/switchGame/cropStomp");
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if (gameSwitch == null)
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return;
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int length = Mathf.CeilToInt((gameSwitch.beat - beat)/2);
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MultiSound.Sound[] sounds = new MultiSound.Sound[length];
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for(int i = 0; i < length; i++)
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{
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sounds[i] = new MultiSound.Sound("cropStomp/hmm", beat + i*2);
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}
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MultiSound.Play(sounds, forcePlay:true);
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}
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}
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}
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