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https://github.com/RHeavenStudio/HeavenStudio.git
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General Fixes (#355)
* Somen Anims * Icon Updates * Slurp implemented * Somen man now resets pose * Spaceball is no longer too hd * Spaceball bat fix Fixed the position of the bat grip thing on air batter's idle * Mage's upscale downscales Note to self, do the pure downscale assets later * Launch party bg upscale forgot this one oops * i forgor changed ct2 bg from 2048 to 4096 * blue bear icon update. again. help --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
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@ -31,6 +31,10 @@ namespace HeavenStudio.Games.Loaders
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{
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function = delegate { RhythmSomen.instance.DoBell(eventCaller.currentEntity.beat); },
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},
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new GameAction("slurp", "Slurp")
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{
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function = delegate { RhythmSomen.instance.Slurp(eventCaller.currentEntity.beat); }
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},
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new GameAction("bop", "Bop")
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{
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function = delegate { var e = eventCaller.currentEntity; RhythmSomen.instance.ToggleBop(e.beat, e.length, e["toggle2"], e["toggle"]); },
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@ -54,6 +58,7 @@ namespace HeavenStudio.Games
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[SerializeField] ParticleSystem splashEffect;
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public Animator SomenPlayer;
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public Animator FrontArm;
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[SerializeField] Animator backArm;
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public Animator EffectHit;
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public Animator EffectSweat;
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public Animator EffectExclam;
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@ -62,6 +67,8 @@ namespace HeavenStudio.Games
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public Animator FarCrane;
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public GameObject Player;
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private bool shouldBop = true;
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private bool missed;
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private bool hasSlurped;
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public GameEvent bop = new GameEvent();
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@ -86,11 +93,34 @@ namespace HeavenStudio.Games
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{
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Jukebox.PlayOneShotGame("rhythmSomen/somen_mistake");
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FrontArm.Play("ArmPluck", -1, 0);
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backArm.Play("BackArmNothing", 0, 0);
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hasSlurped = false;
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EffectSweat.Play("BlobSweating", -1, 0);
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ScoreMiss();
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}
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}
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public void Slurp(float beat)
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{
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if (!missed)
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{
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backArm.Play("BackArmLift", 0, 0);
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FrontArm.DoScaledAnimationAsync("ArmSlurp", 0.5f);
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hasSlurped = true;
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 1f, delegate
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{
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if (hasSlurped)
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{
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backArm.Play("BackArmNothing", 0, 0);
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FrontArm.Play("ArmNothing", 0, 0);
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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 ToggleBop(float beat, float length, bool bopOrNah, bool autoBop)
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{
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shouldBop = autoBop;
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@ -185,22 +215,27 @@ namespace HeavenStudio.Games
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public void CatchSuccess(PlayerActionEvent caller, float state)
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{
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backArm.Play("BackArmNothing", 0, 0);
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hasSlurped = false;
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splashEffect.Play();
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if (state >= 1f || state <= -1f)
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{
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Jukebox.PlayOneShotGame("rhythmSomen/somen_splash");
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FrontArm.Play("ArmPluckNG", -1, 0);
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EffectSweat.Play("BlobSweating", -1, 0);
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missed = true;
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return;
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}
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Jukebox.PlayOneShotGame("rhythmSomen/somen_catch");
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Jukebox.PlayOneShotGame("rhythmSomen/somen_catch_old", volume: 0.25f);
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FrontArm.Play("ArmPluckOK", -1, 0);
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EffectHit.Play("HitAppear", -1, 0);
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missed = false;
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}
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public void CatchMiss(PlayerActionEvent caller)
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{
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missed = true;
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EffectShock.Play("ShockAppear", -1, 0);
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}
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