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Trick on the Class: update 2mo old code
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@ -12,9 +12,8 @@ namespace HeavenStudio.Games.Loaders
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public static class MobTrickLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("trickClass", "Trick on the Class\n<color=#eb5454>[WIP don't use]</color>", "C0171D", false, false, new List<GameAction>()
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return new Minigame("trickClass", "Trick on the Class\n<color=#eb5454>[WIP]</color>", "C0171D", false, false, new List<GameAction>()
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{
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new GameAction("bop", delegate { var e = eventCaller.currentEntity; TrickClass.instance.Bop(e.beat, e.length); }, 1, true),
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new GameAction("toss", delegate
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{
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TrickClass.instance.TossObject(eventCaller.currentEntity.beat, eventCaller.currentEntity.type);
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@ -22,6 +21,7 @@ namespace HeavenStudio.Games.Loaders
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{
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new Param("type", TrickClass.TrickObjType.Ball, "Object", "The object to toss")
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}),
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new GameAction("bop", delegate { var e = eventCaller.currentEntity; TrickClass.instance.Bop(e.beat, e.length); }, 1, true, hidden: true),
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});
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}
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}
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@ -34,7 +34,7 @@ namespace HeavenStudio.Games
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**/
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using Scripts_TrickClass;
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public class TrickClass : MonoBehaviour
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public class TrickClass : Minigame
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{
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public enum TrickObjType {
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Plane,
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@ -70,13 +70,10 @@ namespace HeavenStudio.Games
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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 (cond.songPositionInBeats >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length)
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{
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//TODO: bop animation
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}
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//TODO: bop animation
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}
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if (PlayerInput.Pressed())
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if (PlayerInput.Pressed() && !IsExpectingInputNow())
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{
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PlayerDodge();
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}
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