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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 10:17:37 +02:00
Lots of tweaks, fixes and small additions + bop fixes and bop parity across almost all games with bops. (#331)
* Rhythm rally and cheer readers improvements * Autobop for fan club * Implemented new bop parity for fan club, rhythm rally and ssds * Air rally easing improvements * Fixed drumming practice stuff * Tap trial has been unjankified yet again * Cheer readers and catchy tune bops * More bop parity * MORE!!!! * That should be all of them except space dance and dj school --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
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@ -19,7 +19,13 @@ namespace HeavenStudio.Games.Loaders
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},
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new GameAction("bop", "Bop")
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{
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function = delegate { ClappyTrio.instance.Bop(eventCaller.currentEntity.beat); }
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function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.BopToggle(e.beat, e.length, e["bop"], e["autoBop"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("bop", true, "Bop", "Should the lions bop?"),
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new Param("autoBop", false, "Bop (Auto)", "Should the lions auto bop?")
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}
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},
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new GameAction("prepare", "Prepare Stance")
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{
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@ -69,6 +75,9 @@ namespace HeavenStudio.Games
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private ClappyTrioPlayer ClappyTrioPlayer;
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public bool playerHitLast = false;
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bool shouldBop;
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public GameEvent bop = new GameEvent();
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public static ClappyTrio instance { get; set; }
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@ -90,6 +99,15 @@ namespace HeavenStudio.Games
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}
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}
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void Update()
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{
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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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{
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if (shouldBop) Bop(cond.songPositionInBeats);
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}
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}
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private void InitLions()
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{
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float startPos = -3.066667f;
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@ -119,11 +137,6 @@ namespace HeavenStudio.Games
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clapAction.Delete();
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}
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private void Update()
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{
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}
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public void Clap(float beat, float length)
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{
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ClappyTrioPlayer.clapStarted = true;
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@ -158,6 +171,22 @@ namespace HeavenStudio.Games
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Jukebox.PlayOneShotGame("clappyTrio/ready");
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}
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public void BopToggle(float beat, float length, bool startBop, bool autoBop)
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{
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shouldBop = autoBop;
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if (startBop)
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{
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for (int i = 0; i < length; i++)
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{
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float spawnBeat = beat + i;
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(spawnBeat, delegate { Bop(spawnBeat); })
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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)
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{
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if (playerHitLast)
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