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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 08:27:40 +02:00
Timekeeping Improvements and Small Optimizations (#544)
* make BeatActions coroutines instead of componentrs * pooled scheduled sounds implement S' entity seek * remove debug prints from last two changes * implement absolute time tracking implement DSP time resyncing * optimize GameManager * update TMPro * update IDE packages * fix dsp sync making the drift worse * fix issue with the JSL dll * relocate debug print * make scheduled pitch setter functional * any cpu
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@ -62,10 +62,10 @@ namespace HeavenStudio.Games.Loaders
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new GameAction("bgcolor", "Background Color")
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{
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function = delegate
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function = delegate
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{
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var e = eventCaller.currentEntity;
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Kitties.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["ease"]);
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Kitties.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["ease"]);
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},
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defaultLength = 4,
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resizable = true,
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@ -77,9 +77,9 @@ namespace HeavenStudio.Games.Loaders
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}
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}
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},
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new List<string>() {"ctr", "normal"},
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new List<string>() { "ctr", "normal" },
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"ctrteppan", "en",
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new List<string>() {}
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new List<string>() { }
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);
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}
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}
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@ -130,23 +130,23 @@ namespace HeavenStudio.Games
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new MultiSound.Sound("kitties/nya3", beat + 1.5f)
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});
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if(type == 3)
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if (type == 3)
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{
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BeatAction.New(Cats[0], new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Spawn(type, 0, isMice, isInverse, true, false);}),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[0].Play("FaceClap", 0, 0);}),
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new BeatAction.Action(beat + 3f, delegate { kitties[0].Play("FaceClap", 0, 0);}),
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});
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BeatAction.New(Cats[1], new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + .75f, delegate { Spawn(type, 1, isMice, isInverse, false, false);}),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[1].Play("FaceClap", 0, 0);}),
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new BeatAction.Action(beat + 3f, delegate { kitties[1].Play("FaceClap", 0, 0);}),
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});
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BeatAction.New(Cats[2], new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 1.5f, delegate { Spawn(type, 2, isMice, isInverse, false, false);}),
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new BeatAction.Action(beat + 1.5f, delegate { player.canClap = true;}),
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@ -155,21 +155,21 @@ namespace HeavenStudio.Games
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else if (!isMice)
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{
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BeatAction.New(Cats[0], new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Spawn(type, 0, isMice, isInverse, true, false);}),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[0].Play("Clap1", 0, 0);}),
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new BeatAction.Action(beat + 3f, delegate { kitties[0].Play("Clap2", 0, 0);}),
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});
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BeatAction.New(Cats[1], new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + .75f, delegate { Spawn(type, 1, isMice, isInverse, false, false);}),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[1].Play("Clap1", 0, 0);}),
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new BeatAction.Action(beat + 3f, delegate { kitties[1].Play("Clap2", 0, 0);}),
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});
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BeatAction.New(Cats[2], new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 1.5f, delegate { Spawn(type, 2, isMice, isInverse, false, false);}),
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new BeatAction.Action(beat + 1.5f, delegate { player.canClap = true;}),
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@ -178,21 +178,21 @@ namespace HeavenStudio.Games
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}
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else
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{
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BeatAction.New(Cats[0], new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Spawn(type, 0, isMice, isInverse, true, false);}),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[0].Play("MiceClap1", 0, 0);}),
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new BeatAction.Action(beat + 3f, delegate { kitties[0].Play("MiceClap2", 0, 0);}),
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});
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BeatAction.New(Cats[1], new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + .75f, delegate { Spawn(type, 1, isMice, isInverse, false, false);}),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[1].Play("MiceClap1", 0, 0);}),
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new BeatAction.Action(beat + 3f, delegate { kitties[1].Play("MiceClap2", 0, 0);}),
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});
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BeatAction.New(Cats[2], new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 1.5f, delegate { Spawn(type, 2, isMice, isInverse, false, false);}),
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new BeatAction.Action(beat + 1.5f, delegate { player.canClap = true;}),
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@ -202,7 +202,7 @@ namespace HeavenStudio.Games
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if (!keepSpawned)
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{
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BeatAction.New(Cats[0], new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 3.5f, delegate { RemoveCats(false);})
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});
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@ -221,7 +221,7 @@ namespace HeavenStudio.Games
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new MultiSound.Sound("kitties/roll4", beat + 1.5f)
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});
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BeatAction.New(Cats[0], new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { kitties[0].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + .5f, delegate { kitties[0].Play("RollStart", 0, 0); }),
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@ -231,7 +231,7 @@ namespace HeavenStudio.Games
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new BeatAction.Action(beat + 2.75f, delegate { kitties[0].Play("RollEnd", 0, 0); })
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});
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BeatAction.New(Cats[1], new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { kitties[1].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + .5f, delegate { kitties[1].Play("RollStart", 0, 0); }),
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@ -241,7 +241,7 @@ namespace HeavenStudio.Games
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new BeatAction.Action(beat + 2.75f, delegate { kitties[1].Play("RollEnd", 0, 0); })
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});
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BeatAction.New(Cats[2], new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { kitties[2].Play("RollStart", 0, 0); }),
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new BeatAction.Action(beat + .5f, delegate { kitties[2].Play("RollStart", 0, 0); }),
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@ -252,7 +252,7 @@ namespace HeavenStudio.Games
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if (!keepSpawned)
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{
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BeatAction.New(Cats[0], new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 3.5f, delegate { RemoveCats(false);})
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});
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@ -263,7 +263,7 @@ namespace HeavenStudio.Games
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{
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//if (!player.canClap)
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// return;
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player.ScheduleFish(beat);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("kitties/fish1", beat + 2f),
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@ -272,20 +272,20 @@ namespace HeavenStudio.Games
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});
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BeatAction.New(Cats[0], new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { if (isInverted)
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Fish.transform.localScale = new Vector3(-1f, 1f, 1f);
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else
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Fish.transform.localScale = new Vector3(1f, 1f, 1f); }),
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new BeatAction.Action(beat, delegate { Fish.SetActive(true); }),
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new BeatAction.Action(beat, delegate { Fish.SetActive(true); }),
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new BeatAction.Action(beat, delegate { Fish.GetComponent<Animator>().DoScaledAnimationAsync("FishDangle", 0.5f); }),
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new BeatAction.Action(beat + 2f, delegate { kitties[0].Play("FishNotice", 0, 0); }),
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new BeatAction.Action(beat + 2.25f, delegate { kitties[1].Play("FishNotice2", 0, 0); }),
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new BeatAction.Action(beat + 2.5f, delegate { kitties[2].Play("FishNotice3", 0, 0); })
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});
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BeatAction.New(Fish, new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 4f, delegate { Fish.SetActive(false);})
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});
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@ -400,7 +400,7 @@ namespace HeavenStudio.Games
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}
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else
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{
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if(pos == 3)
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if (pos == 3)
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kitties[catNum].Play("FaceIdle", 0, 0);
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else if (!isMice)
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kitties[catNum].Play("Idle", 0, 0);
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@ -429,12 +429,12 @@ namespace HeavenStudio.Games
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}
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else
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Fish.SetActive(false);
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player.canClap = false;
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player.canClap = false;
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}
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public void InstantSpawn(bool isMice, bool isInverse, double beat, int pos)
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{
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BeatAction.New(Cats[0], new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Spawn(pos, 0, isMice, isInverse, true, true); }),
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new BeatAction.Action(beat, delegate { Spawn(pos, 1, isMice, isInverse, true, true); }),
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