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Refactored Space Soccer scripts
most of the refactoring is in the ball script, and the changes for the kicker and space soccer scripts are mostly in response to the refactoring.
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@ -42,9 +42,7 @@ namespace RhythmHeavenMania.Games.SpaceSoccer
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private void Update()
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{
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if (ballDispensed)
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{
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}
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}
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public void Dispense(float beat)
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@ -58,27 +56,10 @@ namespace RhythmHeavenMania.Games.SpaceSoccer
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ballDispensed = true;
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GameObject ball = Instantiate(ballRef, transform);
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ball.SetActive(true);
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Ball ball_ = ball.GetComponent<Ball>();
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ball_.kicker = kicker;
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ball_.dispensedBeat = beat;
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ball_.dispensing = true;
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kicker.ball = ball_;
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kicker.dispenserBeat = beat;
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kicker.kickTimes = 0;
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ball_.Init(kicker, beat);
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}
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("spaceSoccer/dispenseNoise", beat),
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new MultiSound.Sound("spaceSoccer/dispenseTumble1", beat + 0.25f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble2", beat + 0.5f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble2B",beat + 0.5f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble3", beat + 0.75f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble4", beat + 1f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble5", beat + 1.25f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble6", beat + 1.5f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble6B",beat + 1.75f),
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});
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}
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}
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