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https://github.com/RHeavenStudio/HeavenStudio.git
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Fully functional and animated Mr. Upbeat
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@ -13,9 +13,9 @@ namespace RhythmHeavenMania.Games.MrUpbeat
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[Header("References")]
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public GameObject metronome;
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public UpbeatMan man;
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public GameObject bt;
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public GameEvent beat = new GameEvent();
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public GameEvent offbeat = new GameEvent();
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public bool canGo = false;
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public int beatCount = 0;
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@ -31,12 +31,14 @@ namespace RhythmHeavenMania.Games.MrUpbeat
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canGo = false;
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man.stepTimes = 0;
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SetInterval(0);
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var pos = Conductor.instance.songPositionInBeats;
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StartCoroutine(Upbeat(pos - Mathf.Round(pos)));
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}
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private void Update()
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{
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List<Beatmap.Entity> gos = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "mrUpbeat/go");
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for(int i=0; i<gos.Count; i++)
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for (int i = 0; i < gos.Count; i++)
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{
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if ((gos[i].beat - 0.15f) <= Conductor.instance.songPositionInBeats && (gos[i].beat + gos[i].length) - 0.15f > Conductor.instance.songPositionInBeats)
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{
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@ -53,27 +55,24 @@ namespace RhythmHeavenMania.Games.MrUpbeat
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metronome.transform.eulerAngles = new Vector3(0, 0, 270 - Mathf.Cos(Mathf.PI * Conductor.instance.songPositionInBeats) * 75);
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}
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if (Conductor.instance.ReportBeat(ref beat.lastReportedBeat) && canGo)
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if (Conductor.instance.ReportBeat(ref beat.lastReportedBeat))
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{
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if(beatCount % 2 == 0)
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Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight");
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else
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Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft");
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StartCoroutine(Upbeat());
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if (canGo)
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{
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if (beatCount % 2 == 0)
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Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight");
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else
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Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft");
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beatCount++;
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}
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if (Conductor.instance.ReportBeat(ref offbeat.lastReportedBeat, 0.25f, true))
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{
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man.Blip();
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if(canGo) man.targetBeat = offbeat.lastReportedBeat + 1f;
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Beat(Mathf.Round(Conductor.instance.songPositionInBeats));
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}
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}
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}
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public void SetInterval(float beat)
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{
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beatCount = 0;
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offbeat.startBeat = beat;
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man.targetBeat = beat + 320f;
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man.Idle();
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}
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@ -82,7 +81,23 @@ namespace RhythmHeavenMania.Games.MrUpbeat
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{
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beatCount = 0;
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}
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public void Beat(float beat)
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{
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beatCount++;
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GameObject _beat = Instantiate(bt);
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_beat.transform.parent = bt.transform.parent;
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_beat.SetActive(true);
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UpbeatStep s = _beat.GetComponent<UpbeatStep>();
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s.startBeat = beat;
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}
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private IEnumerator Upbeat(float offset = 0)
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{
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yield return new WaitForSeconds(Conductor.instance.secPerBeat * 0.5f - offset);
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man.Blip();
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}
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}
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}
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