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Play Mode Features Part 1 (#413)
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_TapTrial
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{
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public class Tap : PlayerActionObject
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{
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public float startBeat;
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public int type;
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void Awake()
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{
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PlayerActionInit(this.gameObject, startBeat);
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}
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public override void OnAce()
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{
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Hit(true);
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}
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// Update is called once per frame
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void Update()
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{
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if (Conductor.instance.GetPositionFromBeat(startBeat, 2) >= 1)
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CleanUp();
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 1f);
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StateCheck(normalizedBeat);
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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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Hit(true);
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}
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else if(state.notPerfect())
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{
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Hit(false);
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}
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}
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}
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public void Hit(bool hit)
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{
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TapTrial.instance.player.Tap(hit, type);
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if (hit)
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CleanUp();
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}
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public void CleanUp()
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{
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Destroy(this.gameObject);
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}
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 01f0b70cc14be2e47998a680099e7986
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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