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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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@ -27,9 +27,14 @@ 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 { var e = eventCaller.currentEntity; MarchingOrders.instance.BopAction(e.beat, e.length); },
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.BopAction(e.beat, e.length, e["bop"], e["autoBop"]); },
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defaultLength = 1f,
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resizable = true
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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 cadets bop?"),
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new Param("autoBop", false, "Bop (Auto)", "Should the cadets auto bop?")
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}
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},
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new GameAction("marching", "Cadets March")
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@ -138,6 +143,7 @@ namespace HeavenStudio.Games
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public static Color fillColor;
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[Header("Game Events")]
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bool goBop;
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public GameEvent bop = new GameEvent();
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public GameEvent noBop = new GameEvent();
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public GameEvent marching = new GameEvent();
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@ -252,7 +258,7 @@ namespace HeavenStudio.Games
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1, true))
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{
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if (currBeat >= bop.startBeat && currBeat < bop.startBeat + bop.length)
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if (goBop)
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{
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Cadet1.DoScaledAnimationAsync("Bop", 0.5f);
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Cadet2.DoScaledAnimationAsync("Bop", 0.5f);
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@ -310,10 +316,25 @@ namespace HeavenStudio.Games
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}
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}
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public void BopAction(float beat, float length)
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public void BopAction(float beat, float length, bool shouldBop, bool autoBop)
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{
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bop.length = length;
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bop.startBeat = beat;
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goBop = autoBop;
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if (shouldBop)
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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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Cadet1.DoScaledAnimationAsync("Bop", 0.5f);
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Cadet2.DoScaledAnimationAsync("Bop", 0.5f);
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Cadet3.DoScaledAnimationAsync("Bop", 0.5f);
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CadetPlayer.DoScaledAnimationAsync("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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public static void PreMarch(float beat, float length)
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