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Better input latency, but not finalized. (weird results on low bpm's)
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@ -17,8 +17,6 @@ namespace RhythmHeavenMania.Games.ClappyTrio
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private int lastIndex;
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private float perfectTime = 0.25f, lateTime = 0.43f;
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private bool hit;
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public bool clapStarted = false;
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@ -38,22 +36,23 @@ namespace RhythmHeavenMania.Games.ClappyTrio
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Clap();
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}
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if (clapVacant == true)
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// if (clapVacant == true)
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{
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float songPosBeat = Conductor.instance.songPositionInBeats;
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float normalizedBeat = (Conductor.instance.GetLoopPositionFromBeat(lastClapBeat, 1f));
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print(normalizedBeat);
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if (songPosBeat > lastClapBeat && songPosBeat < lastClapBeat + perfectTime && lastIndex == 0)
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if (normalizedBeat > Minigame.earlyTime && normalizedBeat < Minigame.perfectTime && lastIndex == 0)
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{
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SetEligibility(true, false, false);
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lastIndex++;
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}
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else if (songPosBeat > lastClapBeat + perfectTime && songPosBeat < lastClapBeat + lateTime && lastIndex == 1)
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else if (normalizedBeat > Minigame.perfectTime && normalizedBeat < Minigame.lateTime && lastIndex == 1)
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{
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SetEligibility(false, true, false);
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// Clap();
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lastIndex++;
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}
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else if (songPosBeat > lastClapBeat + lateTime && lastIndex == 2)
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else if (normalizedBeat > Minigame.lateTime && lastIndex == 2)
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{
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SetEligibility(false, false, true);
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clapVacant = false;
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