basic functionality and animation for "hai" speech bubbles, bubbles are able appear in a random order
231 lines
7.9 KiB
C#
231 lines
7.9 KiB
C#
using NaughtyBezierCurves;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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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 RvlManzaiLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("manzai", "Manzai", "554899", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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{
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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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new GameAction("pun", "Pun")
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{
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function = delegate { Manzai.instance.DoPun(eventCaller.currentEntity.beat); },
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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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{
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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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}
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},
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new GameAction("customBoing", "Custom Boing")
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{
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//function = delegate {},
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defaultLength = 0.5f,
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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_DogNinja;
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public class Manzai : Minigame
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{
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struct SfxDef
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{
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public string sfx;
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public double[] timings;
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public SfxDef (string sfx, double[] timings)
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{
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this.sfx = sfx;
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this.timings = timings;
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}
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}
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static readonly List<SfxDef> sfxDefs = new()
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{
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new("futongaFuttonda", new double[] {}),
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};
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[SerializeField] Animator VultureAnim;
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[SerializeField] Animator RavenAnim;
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[SerializeField] Animator HaiBubbleL;
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[SerializeField] Animator HaiBubbleR;
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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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Kasuke,
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Kosuke,
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Both,
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}
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public enum BoingType
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{
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Normal,
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Boing,
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Random,
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}
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public enum Puns
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{
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AichiniAichinna,
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AmmeteAmena,
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ChainaniNichaina,
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DenwariDenwa, //short animation
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FutongaFuttonda,
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HiromegaHirameida,
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IkagariKatta,
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IkugawaIkura, //short animation (boing unused)
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KaeruBurikaeru,
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KarewaKare,
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KouchagaKouchou,
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KusagaKusai, //short animation (boing unused)
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MegaminiwaMegane,
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MikangaMikannai,
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NekogaNekoronda,
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OkanewaOkkane,
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OkurezeKitteOkure,
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OmochinoKimochi,
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OmoinoHokaOmoi,
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PuringaTappurin,
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RakudawaRakugana,
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RoukadaKatarouka,
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SaiyoMinasai,
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SakanaKanaMasakana,
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SarugaSaru, //short animation (boing unused)
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ShaiinniNanariNashain_Unused, //fully unused
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SuikawaYasuika,
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TaigaTabetaina,
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TaininiKittai,
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TaiyoGamiTaiyou,
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ToiletNiIttoire,
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TonakaiyoOtonokoi,
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TorinikugaTorininkui,
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UmetteUmena,
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}
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public static Manzai instance;
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public void Awake()
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{
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instance = this;
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}
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public override void OnLateBeatPulse(double beat)
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{
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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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int bubbleAnimation = UnityEngine.Random.Range(0, 2);
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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, bubbleAnimation == 0 ? HaiJustL : HaiJustR, HaiMiss, Nothing);
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ScheduleInput(beat, 3.0f, InputAction_BasicPress, bubbleAnimation == 0 ? HaiJustR : HaiJustL, 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 HaiJustFull()
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{
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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 HaiJustL(PlayerActionEvent caller, float state)
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{
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HaiBubbleL.DoScaledAnimationAsync("HaiL", 0.5f);
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HaiJustFull();
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}
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public void HaiJustR(PlayerActionEvent caller, float state)
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{
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HaiBubbleR.DoScaledAnimationAsync("HaiR", 0.5f);
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HaiJustFull();
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}
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public void HaiMiss(PlayerActionEvent caller)
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{
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//SoundByte.PlayOneShotGame("manzai/audienceSad");
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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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}
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}
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}
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