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Power Calligraphy (#762)
* Power Calligraphy (WIP) * modified: Assets/Scripts/Games/PowerCalligraphy/Writing.cs * comma * onore * sweep * sun * kokoro * Power Calligraphy (WIP)
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237
Assets/Scripts/Games/PowerCalligraphy/PowerCalligraphy.cs
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237
Assets/Scripts/Games/PowerCalligraphy/PowerCalligraphy.cs
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using System;
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using System.Linq;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using Jukebox;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class AgbPowerCalligraphy
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("powerCalligraphy", "Power Calligraphy", "ffffff", false, false, new List<GameAction>()
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{
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new GameAction("re", "Re (レ)")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.re, e["prepare"]); },
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function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.re); },
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parameters = new List<Param>()
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{
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new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
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},
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defaultLength = 8f,
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},
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new GameAction("comma", "Comma (、)")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.comma, e["prepare"]); },
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function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.comma); },
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parameters = new List<Param>()
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{
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new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
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},
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defaultLength = 8f,
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},
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new GameAction("chikara", "Chikara (力)")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.chikara, e["prepare"]); },
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function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.chikara); },
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parameters = new List<Param>()
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{
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new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
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},
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defaultLength = 8f,
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},
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new GameAction("onore", "Onore (己)")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.onore, e["prepare"]); },
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function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.onore); },
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parameters = new List<Param>()
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{
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new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
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},
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defaultLength = 8f,
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},
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new GameAction("sun", "Sun (寸)")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.sun, e["prepare"]); },
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function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.sun); },
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parameters = new List<Param>()
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{
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new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
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},
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defaultLength = 8f,
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},
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new GameAction("kokoro", "Kokoro (心)")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat, (int)PowerCalligraphy.CharacterType.kokoro, e["prepare"]); },
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function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat, (int)PowerCalligraphy.CharacterType.kokoro); },
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parameters = new List<Param>()
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{
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new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
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},
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defaultLength = 8f,
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},
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new GameAction("face", "Face (つるニハ○○ムし)")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.QueuePaper(e.beat,
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e["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face, e["prepare"]); },
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function = delegate {var e = eventCaller.currentEntity; PowerCalligraphy.instance.Write(e.beat,
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e["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face); },
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parameters = new List<Param>()
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{
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new Param("korean", false, "Korean Version", "Change the character to Korean version. (つ3ニハ○○ムし)"),
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new Param("prepare", false, "Force Prepare", "Toggle if the cue should be prepared."),
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},
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defaultLength = 12f,
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},
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new GameAction("changeScrollSpeed", "Change Scroll Speed")
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{
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function = delegate {var e = eventCaller.currentEntity;
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PowerCalligraphy.instance.ChangeScrollSpeed(e["x"], e["y"]);},
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parameters = new List<Param>()
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{
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new Param("x", new EntityTypes.Float(-20, 20, 0), "X"),
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new Param("y", new EntityTypes.Float(-20, 20, 0), "Y"),
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},
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defaultLength = 0.5f,
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},
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new GameAction("end", "The End")
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{
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function = delegate {PowerCalligraphy.instance.TheEnd();},
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defaultLength = 0.5f,
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},
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},
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new List<string>() { "agb", "normal" }, "agbCalligraphy", "en", new List<string>() { }
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Scripts_PowerCalligraphy;
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public class PowerCalligraphy : Minigame
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{
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[SerializeField] List<GameObject> basePapers = new List<GameObject>();
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public Transform paperHolder;
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public Writing endPaper;
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public Vector3 scrollSpeed = new Vector3();
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public static Nullable<QueuedPaper> queuedPaper = null;
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public enum CharacterType
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{
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re,
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comma,
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chikara,
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onore,
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sun,
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kokoro,
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face,
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face_kr,
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NONE,
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}
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public struct QueuedPaper
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{
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public double beat;
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public int type;
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}
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public static PowerCalligraphy instance = null;
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// Start is called before the first frame update
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void Awake()
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{
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instance = this;
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}
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Writing nowPaper;
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bool isPrepare = false;
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void Update()
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{
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var cond = Conductor.instance;
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if (!cond.isPlaying || cond.isPaused) return;
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if (queuedPaper is not null)
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{
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Prepare(queuedPaper.Value.beat, queuedPaper.Value.type);
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queuedPaper = null;
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}
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if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
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{
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if (nowPaper.onGoing && nowPaper.Stroke == 0)
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{
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nowPaper.ProcessInput("fast");
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ScoreMiss();
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}
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}
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if (PlayerInput.GetIsAction(InputAction_FlickPress) && !IsExpectingInputNow(InputAction_FlickPress))
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{
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if (nowPaper.onGoing && nowPaper.Stroke != 0)
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{
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nowPaper.ProcessInput("fast");
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ScoreMiss();
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}
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}
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}
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private void SpawnPaper(double beat, int type)
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{
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nowPaper = Instantiate(basePapers[type], paperHolder).GetComponent<Writing>();
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nowPaper.targetBeat = beat;
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nowPaper.scrollSpeed = scrollSpeed;
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nowPaper.gameObject.SetActive(true);
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nowPaper.Init();
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}
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public void Write(double beat, int type)
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{
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if (!isPrepare) Prepare(beat, type);
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nowPaper.Play();
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isPrepare=false;
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}
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public void QueuePaper(double beat, int type, bool prepare)
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{
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if (GameManager.instance.currentGame != "powerCalligraphy" || prepare)
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{
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queuedPaper = new QueuedPaper()
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{
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beat = beat,
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type = type,
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};
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}
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else if(Conductor.instance.songPositionInBeats < beat)
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{
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BeatAction.New(instance, new List<BeatAction.Action>(){
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new BeatAction.Action(beat-1, delegate{ Prepare(beat, type);})
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});
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}
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}
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public void Prepare(double beat, int type)
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{
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SpawnPaper(beat, type);
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isPrepare = true;
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}
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public void ChangeScrollSpeed(float x, float y)
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{
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scrollSpeed = new Vector3(x, y, 0);
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nowPaper.scrollSpeed = scrollSpeed;
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}
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public void TheEnd()
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{
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endPaper.TheEnd();
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}
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}
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}
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