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Fixed some bugs, including one where the game refuses to load a new game. Also migrating a few games to the new Input system. (Read desc)
However the new input system has a bug where if you press with two events eligible for a press, both of them interact. I don't know whether to fix this or not.
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@ -84,6 +84,7 @@ namespace RhythmHeavenMania
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}
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}
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// LateUpdate works a bit better but causes a bit of bugs, so remind me to fix those eventually
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private void Update()
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{
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if (Beatmap.entities.Count < 1)
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@ -255,7 +256,7 @@ namespace RhythmHeavenMania
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if (instantiate)
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{
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currentGameO = Instantiate(GetGame(game).holder);
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currentGameO = Instantiate(GetGame(game));
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currentGameO.transform.parent = eventCaller.GamesHolder.transform;
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currentGameO.name = game;
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}
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@ -264,8 +265,8 @@ namespace RhythmHeavenMania
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if (onGameSwitch)
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{
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if (GetGame(currentGame).holder.GetComponent<Minigame>() != null)
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GetGame(game).holder.GetComponent<Minigame>().OnGameSwitch();
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if (GetGame(currentGame).GetComponent<Minigame>() != null)
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GetGame(game).GetComponent<Minigame>().OnGameSwitch();
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}
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SetCurrentGame(game);
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@ -276,16 +277,21 @@ namespace RhythmHeavenMania
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if (preloadedGames.Contains(preloadedGames.Find(c => c.name == game)))
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return;
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var g = Instantiate(GetGame(game).holder);
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var g = Instantiate(GetGame(game));
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g.transform.parent = eventCaller.GamesHolder.transform;
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g.SetActive(false);
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g.name = game;
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preloadedGames.Add(g);
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}
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public Minigames.Minigame GetGame(string name)
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public GameObject GetGame(string name)
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{
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return eventCaller.minigames.Find(c => c.name == name);
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return Resources.Load<GameObject>($"Games/{name}");
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}
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public Minigames.Minigame GetGameInfo(string name)
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{
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return EventCaller.instance.minigames.Find(c => c.name == name);
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}
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// never gonna use this
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@ -297,7 +303,7 @@ namespace RhythmHeavenMania
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public void SetCurrentGame(string game)
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{
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currentGame = game;
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CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Colors.Hex2RGB(GetGame(currentGame).color);
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CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Colors.Hex2RGB(GetGameInfo(currentGame).color);
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}
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private bool SongPosLessThanClipLength(float t)
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