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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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@ -49,13 +49,14 @@ namespace HeavenStudio.Games.Loaders
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MeatGrinder.instance.Bop(e.beat, e["bossBop"]);
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MeatGrinder.instance.Bop(e.beat, e.length, e["bop"], e["bossBop"]);
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},
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parameters = new List<Param>()
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{
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new Param("bossBop", false, "Boss Bops?", "Does Boss bop?"),
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new Param("bop", true, "Boss Bops?", "Does Boss bop?"),
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new Param("bossBop", false, "Boss Bops? (Auto)", "Does Boss Auto bop?"),
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},
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defaultLength = 0.5f,
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resizable = true,
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priority = 4,
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},
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});
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@ -144,9 +145,25 @@ namespace HeavenStudio.Games
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};
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}
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public void Bop(float beat, bool doesBop)
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public void Bop(float beat, float length, bool doesBop, bool autoBop)
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{
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bossBop = doesBop;
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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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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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}
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public static void PreInterval(float beat, float interval)
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