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Slightly functional Mr. Upbeat
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@ -16,71 +16,81 @@ namespace RhythmHeavenMania.Games.MrUpbeat
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public Animator blipAnimator;
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public GameObject[] shadows;
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public float targetBeat = 0.25f;
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public int stepTimes = 0;
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private bool stepped = false;
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public GameEvent blip = new GameEvent();
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private void Update()
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{
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(game.nextBeat, 0.5f);
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float normalizedBeat = Conductor.instance.GetPositionFromMargin(targetBeat, 0.5f);
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StateCheck(normalizedBeat);
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CheckIfFall(normalizedBeat);
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if (PlayerInput.Pressed(true))
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if(game.canGo && normalizedBeat > Minigame.LateTime())
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{
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//Fall();
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targetBeat += 100f;
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return;
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}
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if (PlayerInput.Pressed())
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{
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if (state.perfect)
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{
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Step();
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} else if (state.notPerfect())
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}
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else if(state.notPerfect())
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{
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Fall();
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}
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else
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{
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Step();
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}
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}
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}
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public void ProgressBeat()
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{
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game.nextBeat += 1f;
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Blip();
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}
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public override void OnAce()
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{
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if (!game.canGo) return;
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Step();
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}
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public void Idle()
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{
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stepTimes = 0;
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transform.localScale = new Vector3(1, 1);
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animator.Play("Idle", 0, 0);
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}
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public void Step()
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{
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if (!game.canGo) return;
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stepTimes++;
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animator.Play("Step", 0, 0);
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Jukebox.PlayOneShotGame("mrUpbeat/step");
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if (stepTimes % 2 == 1)
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{
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shadows[0].SetActive(false);
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shadows[1].SetActive(true);
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transform.localScale = new Vector3(-1, 1);
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else
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} else
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{
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shadows[0].SetActive(true);
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shadows[1].SetActive(false);
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transform.localScale = new Vector3(1, 1);
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ProgressBeat();
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}
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}
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public void Fall()
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{
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if (!game.canGo) return;
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animator.Play("Fall", 0, 0);
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Jukebox.PlayOneShot("miss");
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}
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private void CheckIfFall(float normalizedBeat)
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{
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if (normalizedBeat > Minigame.LateTime())
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{
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Fall();
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ProgressBeat();
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}
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}
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public void Blip()
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{
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Jukebox.PlayOneShotGame("mrUpbeat/blip");
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