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Slightly functional Mr. Upbeat
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@ -14,9 +14,10 @@ namespace RhythmHeavenMania.Games.MrUpbeat
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public GameObject metronome;
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public UpbeatMan man;
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public float nextBeat;
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public GameEvent beat = new GameEvent();
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public GameEvent offbeat = new GameEvent();
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public bool canGo = false;
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private int beatCount = 0;
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public static MrUpbeat instance;
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@ -27,6 +28,11 @@ namespace RhythmHeavenMania.Games.MrUpbeat
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private void Update()
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{
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if (canGo)
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metronome.transform.eulerAngles = new Vector3(0, 0, 270 - Mathf.Cos(Mathf.PI * Conductor.instance.songPositionInBeats) * 75);
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//else
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// metronome.transform.eulerAngles = new Vector3(0, 0, 200);
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List<Beatmap.Entity> gos = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "mrUpbeat/go");
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for(int i=0; i<gos.Count; i++)
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{
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@ -40,13 +46,42 @@ namespace RhythmHeavenMania.Games.MrUpbeat
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}
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}
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(nextBeat, 0.5f);
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//StateCheck(normalizedBeat);
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if (Conductor.instance.ReportBeat(ref beat.lastReportedBeat) && canGo)
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{
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if(beatCount % 2 == 0)
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Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight");
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else
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Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft");
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beatCount++;
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}
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if (Conductor.instance.ReportBeat(ref offbeat.lastReportedBeat, 0.25f, true))
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{
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man.Blip();
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if(canGo) man.targetBeat = offbeat.lastReportedBeat + 1f;
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}
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}
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public override void OnGameSwitch()
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{
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base.OnGameSwitch();
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canGo = false;
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man.stepTimes = 0;
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SetInterval(0);
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}
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public void SetInterval(float beat)
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{
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nextBeat = beat;
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beatCount = 0;
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offbeat.startBeat = beat;
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man.targetBeat = beat + 320f;
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man.Idle();
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}
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public void Go(float beat)
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{
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beatCount = 0;
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}
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