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Marching Orders Rework + Bug Fixes (#442)
* first things first, kill mr. downbeat. now onto fixing meat grinder forrealzies * meat grinder fix * fixed munchy monk icon + mr upbeat ding bug * a few little changes * lotta stuff yeahh just look at the pr description * point and clap * anim Adjustment * new sheet + adjustments for it * IM USING THE INTERNET i hate merge conflicts * grrr merge conflicts * insane changes * progress * fixed The Spaceball Camera Bug (literally a single line of code wtf guys) * colrs * k im done :3 --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
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@ -40,7 +40,7 @@ namespace HeavenStudio.Games.Loaders
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{
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defaultLength = 4f,
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resizable = true,
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priority = 1,
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priority = 5,
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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MeatGrinder.PreInterval(e.beat, e.length);
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@ -58,7 +58,7 @@ namespace HeavenStudio.Games.Loaders
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new Param("bossBop", false, "Boss Bops? (Auto)", "Does Boss Auto bop?"),
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},
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resizable = true,
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priority = 4,
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priority = 1,
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},
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},
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new List<string>() {"pco", "normal", "repeat"},
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@ -93,7 +93,6 @@ namespace HeavenStudio.Games
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bool intervalStarted;
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float intervalStartBeat;
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bool bossBop = true;
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bool hasSignaled;
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public float beatInterval = 4f;
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public bool bossAnnoyed = false;
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private float lastReportedBeat = 0f;
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@ -118,6 +117,7 @@ namespace HeavenStudio.Games
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if (queuedInputs.Count > 0) queuedInputs.Clear();
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if (queuedIntervals.Count > 0) queuedIntervals.Clear();
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intervalStarted = false;
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beatInterval = 4f;
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}
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foreach (var evt in scheduledInputs)
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{
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@ -127,17 +127,7 @@ namespace HeavenStudio.Games
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private void Update()
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{
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if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) {
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if (queuedInputs.Count > 0) queuedInputs.Clear();
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}
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if (!Conductor.instance.NotStopped()) {
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intervalStarted = false;
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beatInterval = 4f;
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}
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if (PlayerInput.Pressed(true) && !IsExpectingInputNow(InputType.STANDARD_DOWN)) {
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ScoreMiss();
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if (PlayerInput.Pressed(true) && (!IsExpectingInputNow(InputType.STANDARD_DOWN) || !IsExpectingInputNow(InputType.DIRECTION_DOWN))) {
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TackAnim.DoScaledAnimationAsync("TackEmptyHit", 0.5f);
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TackAnim.SetBool("tackMeated", false);
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Jukebox.PlayOneShotGame(sfxName+"whiff");
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@ -160,24 +150,19 @@ namespace HeavenStudio.Games
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&& bossBop)
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{
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BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
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};
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}
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}
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public void Bop(float beat, float length, bool doesBop, bool autoBop)
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{
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bossBop = autoBop;
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if (doesBop)
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{
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for (int i = 0; i < length; i++)
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{
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + i, delegate
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{
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if (!BossAnim.IsPlayingAnimationName("BossCall") && !BossAnim.IsPlayingAnimationName("BossSignal"))
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{
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if (doesBop) {
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for (int i = 0; i < length; i++) {
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(beat + i, delegate {
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if (!BossAnim.IsPlayingAnimationName("BossCall") && !BossAnim.IsPlayingAnimationName("BossSignal")) {
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BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 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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@ -235,17 +220,13 @@ namespace HeavenStudio.Games
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BossAnim.DoScaledAnimationAsync("BossCall", 0.5f);
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Jukebox.PlayOneShotGame(sfxName+"signal");
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if (!intervalStarted)
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{
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StartInterval(beat, beatInterval);
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}
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StartInterval(beat, beatInterval);
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queuedInputs.Add(beat - intervalStartBeat);
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}
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public void PassTurn(float beat)
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{
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hasSignaled = false;
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intervalStarted = false;
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foreach (var input in queuedInputs)
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{
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