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Internal: separate minigame definitions
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@ -6,6 +6,31 @@ using HeavenStudio.Util;
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using DG.Tweening;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class RvlForkLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("forkLifter", "Fork Lifter", "FFFFFF", false, false, new List<GameAction>()
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{
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new GameAction("flick", delegate { var e = eventCaller.currentEntity; ForkLifter.instance.Flick(e.beat, e.type); }, 3, false, new List<Param>()
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{
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new Param("type", ForkLifter.FlickType.Pea, "Object", "The object to be flicked")
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}),
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new GameAction("prepare", delegate { ForkLifter.instance.ForkLifterHand.Prepare(); }, 0.5f),
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new GameAction("gulp", delegate { ForkLifter.playerInstance.Eat(); }),
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new GameAction("sigh", delegate { Jukebox.PlayOneShot("games/forkLifter/sigh"); }),
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// These are still here for backwards-compatibility but are hidden in the editor
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new GameAction("pea", delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 0); }, 3, hidden: true),
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new GameAction("topbun", delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 1); }, 3, hidden: true),
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new GameAction("burger", delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 2); }, 3, hidden: true),
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new GameAction("bottombun", delegate { ForkLifter.instance.Flick(eventCaller.currentEntity.beat, 3); }, 3, hidden: true),
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});
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Scripts_ForkLifter;
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