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https://github.com/RHeavenStudio/HeavenStudio.git
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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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@ -39,9 +39,13 @@ 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 {TapTroupe.instance.Bop(); },
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defaultLength = 1f,
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function = delegate {var e = eventCaller.currentEntity; TapTroupe.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
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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 tappers bop?"),
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new Param("bopAuto", false, "Bop (Auto)", "Should the tappers auto bop?")
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}
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},
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new GameAction("spotlights", "Toggle Spotlights")
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{
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@ -114,8 +118,10 @@ namespace HeavenStudio.Games
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private bool shouldDoSecondBam;
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private bool missedTaps;
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private bool canSpit = true;
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private bool goBop;
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private bool useTutorialMissFace;
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private TapTroupeTapper.TapAnim currentTapAnim;
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public GameEvent bop = new GameEvent();
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public struct QueuedSteps
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{
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public float beat;
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@ -186,6 +192,10 @@ namespace HeavenStudio.Games
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1) && goBop)
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{
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BopSingle();
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}
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if (queuedSteps.Count > 0)
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{
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foreach (var step in queuedSteps)
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@ -563,7 +573,25 @@ namespace HeavenStudio.Games
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MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true);
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}
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public void Bop()
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public void Bop(float beat, float length, bool shouldBop, bool autoBop)
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{
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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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BopSingle();
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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 void BopSingle()
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{
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playerTapper.Bop();
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playerCorner.Bop();
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