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Dynamic editor theme (WIP), read desc for more info
Spaceball has been improved, you can now hit multiple balls at a time. Fork Lifter and Karate Man need this update soon as well. No idea why I did it the way I did. Time jumping also has been improved by pausing. Dynamic editor themes for custom theme support, however that won't be implemented until later.
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@ -58,37 +58,7 @@ namespace RhythmHeavenMania.Games.Spaceball
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{
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bool canHit = (EligibleHits.Count > 0) && (currentHitInList < EligibleHits.Count);
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if (canHit)
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{
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if (EligibleHits[currentHitInList].perfect)
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{
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Jukebox.PlayOneShotGame("spaceball/hit");
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EligibleHits[currentHitInList].gameObject.GetComponent<SpaceballBall>().Holder.transform.DOLocalMove(new Vector3(Random.Range(5, 18), 0, -600), 4f).SetEase(Ease.Linear);
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EligibleHits[currentHitInList].gameObject.GetComponent<SpaceballBall>().Holder.transform.GetChild(0).gameObject.AddComponent<Rotate>().rotateSpeed = -245;
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EligibleHits[currentHitInList].gameObject.GetComponent<SpaceballBall>().enabled = false;
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EligibleHits[currentHitInList].gameObject.GetComponent<Animator>().enabled = false;
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}
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else
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{
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EligibleHits[currentHitInList].gameObject.GetComponent<SpaceballBall>().Holder.transform.GetChild(0).gameObject.AddComponent<Rotate>().rotateSpeed = -55;
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EligibleHits[currentHitInList].gameObject.GetComponent<SpaceballBall>().enabled = false;
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EligibleHits[currentHitInList].gameObject.GetComponent<Animator>().enabled = false;
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Rigidbody2D rb = EligibleHits[currentHitInList].gameObject.AddComponent<Rigidbody2D>();
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rb.bodyType = RigidbodyType2D.Dynamic;
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rb.AddForce(transform.up * 1100);
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rb.AddForce(transform.right * 400);
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rb.gravityScale = 9;
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Jukebox.PlayOneShot("miss");
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}
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RemoveBall();
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}
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else
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Jukebox.PlayOneShotGame("spaceball/swing");
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Jukebox.PlayOneShotGame("spaceball/swing");
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anim.Play("Swing", 0, 0);
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}
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@ -97,14 +67,5 @@ namespace RhythmHeavenMania.Games.Spaceball
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{
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PlayerSprite.sprite = PlayerSpriteSheets[costume].sprites[id];
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}
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private void RemoveBall()
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{
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if (currentHitInList < EligibleHits.Count)
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{
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EligibleHits.Remove(EligibleHits[currentHitInList]);
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currentHitInList++;
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}
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}
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}
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}
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