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Tunnel tunnels (#577)
* tunnel tunnel tunnel * tunnel messes with the volume * tempo finder can now be reset by waiting now uses the conductor's time source if it exists and is playing * wip anims * Animations Finished * add tunnel sound * tunnel shader fix the left sound * add pre-sliced BG assets --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
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@ -2,41 +2,76 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Editor
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namespace HeavenStudio.Editor
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{
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public class TempoFinder : Dialog
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{
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private bool pressed;
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private float timePressed;
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[SerializeField] private BPMText bpmText;
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private void Awake()
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private bool pressed;
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private double timePressed;
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private double lastTimePressed = double.MinValue;
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private void Awake()
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{
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pressed = false;
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timePressed = 0f;
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lastTimePressed = double.MinValue;
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}
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public void SwitchTempoDialog()
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{
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if(dialog.activeSelf) {
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if (dialog.activeSelf)
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{
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dialog.SetActive(false);
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timePressed = 0;
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lastTimePressed = double.MinValue;
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bpmText.ResetText();
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} else {
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}
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else
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{
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ResetAllDialogs();
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dialog.SetActive(true);
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}
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}
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public void TapBPM()
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{
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pressed = true;
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}
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private void Update()
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{
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bool conductorTimeSource = Conductor.instance != null && Conductor.instance.NotStopped();
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timePressed += Time.deltaTime;
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if(pressed)
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if (timePressed > 2)
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{
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pressed = false;
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bpmText.ChangeText(timePressed);
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timePressed = 0;
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lastTimePressed = double.MinValue;
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bpmText.ClearSamples();
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pressed = false;
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}
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if (pressed)
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{
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if (!conductorTimeSource)
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{
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bpmText.ChangeText(timePressed);
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lastTimePressed = double.MinValue;
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}
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else
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{
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if (lastTimePressed == double.MinValue)
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{
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bpmText.ChangeText(timePressed);
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}
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else
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{
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bpmText.ChangeText(Conductor.instance.songPositionAsDouble - lastTimePressed);
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}
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lastTimePressed = Conductor.instance.songPositionAsDouble;
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}
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timePressed = 0;
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pressed = false;
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}
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}
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}
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