mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 11:57:40 +02:00
replace old karate man prefab with new one
This commit is contained in:
449
Assets/Scripts/Games/KarateMan/KarateManPot.cs
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449
Assets/Scripts/Games/KarateMan/KarateManPot.cs
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@ -0,0 +1,449 @@
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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_KarateMan
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{
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public class KarateManPot : PlayerActionObject
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{
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public float startBeat;
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public ItemType type;
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public int path = 1;
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public GameObject Shadow;
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public GameObject ShadowInstance;
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public string awakeAnim;
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FlyStatus status = FlyStatus.Fly;
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Color effectTint = Color.white;
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public int comboId = -1;
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static int _lastCombo = -1;
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public static int LastCombo { get { return _lastCombo; } }
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public static int GetNewCombo() { _lastCombo++; return _lastCombo; }
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public static void ResetLastCombo() { _lastCombo = -1; }
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public enum ItemType {
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Pot, // path 1
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Bulb, // path 1
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Rock, // path 1
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Ball, // path 1
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Cooking, // path 1
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Alien, // path 1
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TacoBell, // path 1
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KickBarrel, // path 1
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KickBomb, // no path
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ComboPot1, // path 1
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ComboPot2, // path 1
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ComboPot3, // path 2
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ComboPot4, // path 3
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ComboPot5, // path 4
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ComboBarrel // path 5
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}
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public enum FlyStatus {
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Fly,
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Hit,
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NG,
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HitWeak
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}
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//pot trajectory stuff
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public Transform[] HitPosition;
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public float[] HitPositionOffset;
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public Vector3[] StartPositionOffset;
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public float[] ItemSlipRt;
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public SpriteRenderer BulbLight;
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public void SetBulbColor(Color c) {
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effectTint = c;
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BulbLight.color = c;
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}
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float ProgressToHitPosition(float progress) {
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return progress + (HitPositionOffset[path] - 0.5f);
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}
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Vector3 ProgressToFlyPosition()
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{
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var cond = Conductor.instance;
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float progress = Mathf.Min(cond.GetPositionFromBeat(startBeat, 2f), 1f - ItemSlipRt[path]);
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float progressToHitPosition = ProgressToHitPosition(progress);
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Vector3 hitPosition = HitPosition[path].position;
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//https://www.desmos.com/calculator/ycn9v62i4f
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float offset = HitPositionOffset[path];
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float flyHeight = (progressToHitPosition*(progressToHitPosition-1f))/(offset*(offset-1f));
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float floorHeight = HitPosition[0].position.y;
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Vector3 startPosition = hitPosition + StartPositionOffset[path];
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Vector3 endPosition = hitPosition - StartPositionOffset[path];
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Vector3 flyPosition = new Vector3(
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Mathf.Lerp(startPosition.x, endPosition.x, progress),
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floorHeight + (HitPosition[path].position.y - floorHeight + (StartPositionOffset[path].y * (1 - Mathf.Min(cond.GetPositionFromBeat(startBeat, 1f), 1f)))) * flyHeight,
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Mathf.Lerp(startPosition.z, endPosition.z, progress)
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);
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if (progress >= 0.5f && flyPosition.y < HitPosition[0].position.y) {
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flyPosition.y = floorHeight;
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}
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return flyPosition;
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}
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void Awake()
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{
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switch (type)
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{
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case ItemType.ComboPot1:
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KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ComboStartJustOrNg, ComboStartThrough, ComboStartOut);
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KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, ComboStartWrongAction, ComboStartOut, ComboStartOut);
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path = 1;
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break;
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case ItemType.ComboPot2:
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path = 1;
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BeatAction.New(gameObject, new List<BeatAction.Action>() { new BeatAction.Action(startBeat + 1f, delegate { JoeComboSequence(); }) });
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break;
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case ItemType.ComboPot3:
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path = 2;
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BeatAction.New(gameObject, new List<BeatAction.Action>() { new BeatAction.Action(startBeat + 1f, delegate { JoeComboSequence(); }) });
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break;
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case ItemType.ComboPot4:
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path = 3;
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//if the button isn't held anymore make Joe spin
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BeatAction.New(gameObject, new List<BeatAction.Action>() { new BeatAction.Action(startBeat + 1f, delegate { JoeComboSequence(); }) });
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break;
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case ItemType.ComboPot5:
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path = 4;
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BeatAction.New(gameObject, new List<BeatAction.Action>() { new BeatAction.Action(startBeat + 1f, delegate { JoeComboSequence(); }) });
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break;
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case ItemType.ComboBarrel:
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//check for button release
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KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_ALT_UP, ComboEndJustOrNg, ComboEndThrough, ComboEndOut);
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//button presses
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KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, ComboEndWrongAction, ItemOut, ItemOut);
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KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ComboEndWrongActionAlt, ItemOut, ItemOut);
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path = 5;
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break;
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default:
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KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, ItemJustOrNg, ItemThrough, ItemOut);
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KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ItemWrongAction, ItemOut, ItemOut);
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path = 1;
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comboId = -1;
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break;
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}
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float floorHeight = HitPosition[0].position.y;
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transform.position = ProgressToFlyPosition();
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Animator mobjAnim = GetComponent<Animator>();
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mobjAnim.Play(awakeAnim, -1, 0);
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-360f * Time.deltaTime) + UnityEngine.Random.Range(0f, 360f));
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ShadowInstance = GameObject.Instantiate(Shadow, KarateMan.instance.ItemHolder);
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ShadowInstance.SetActive(true);
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ShadowInstance.transform.position = new Vector3(transform.position.x, floorHeight - 0.5f, transform.position.z);
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}
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void Update()
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{
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var cond = Conductor.instance;
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float floorHeight = HitPosition[0].position.y;
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ShadowInstance.transform.position = new Vector3(transform.position.x, floorHeight - 0.5f, transform.position.z);
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switch (status)
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{
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case FlyStatus.Fly:
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float prog = cond.GetPositionFromBeat(startBeat, 2f);
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transform.position = ProgressToFlyPosition();
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if (prog >= 2f) {
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GameObject.Destroy(ShadowInstance.gameObject);
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GameObject.Destroy(gameObject);
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return;
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}
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else if (prog < 1f - ItemSlipRt[path]) {
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (90f * Time.deltaTime * (1/cond.pitchedSecPerBeat)));
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}
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break;
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case FlyStatus.Hit:
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//TEMPORARY
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GameObject.Destroy(ShadowInstance.gameObject);
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GameObject.Destroy(gameObject);
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return;
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case FlyStatus.NG:
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//TEMPORARY
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GameObject.Destroy(ShadowInstance.gameObject);
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GameObject.Destroy(gameObject);
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return;
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case FlyStatus.HitWeak:
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break;
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}
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}
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//handles hitsound and particles
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void ItemHitEffect()
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{
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switch (type)
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{
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case ItemType.Bulb:
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Jukebox.PlayOneShotGame("karateman/lightbulbHit", forcePlay: true);
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break;
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case ItemType.Rock:
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Jukebox.PlayOneShotGame("karateman/rockHit", forcePlay: true);
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break;
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case ItemType.Ball:
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Jukebox.PlayOneShotGame("karateman/soccerHit", forcePlay: true);
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break;
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case ItemType.Cooking:
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Jukebox.PlayOneShotGame("karateman/cookingPot", forcePlay: true);
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break;
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case ItemType.Alien:
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Jukebox.PlayOneShotGame("karateman/alienHit", forcePlay: true);
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break;
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case ItemType.TacoBell:
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Jukebox.PlayOneShotGame("karateman/rockHit", forcePlay: true);
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Jukebox.PlayOneShotGame("karateman/tacobell", forcePlay: true);
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break;
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case ItemType.ComboPot1:
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Jukebox.PlayOneShotGame("karateman/comboHit1", forcePlay: true);
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break;
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case ItemType.ComboPot2:
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Jukebox.PlayOneShotGame("karateman/comboHit1", forcePlay: true);
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break;
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case ItemType.ComboPot3:
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Jukebox.PlayOneShotGame("karateman/comboHit2", forcePlay: true);
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break;
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case ItemType.ComboPot4:
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Jukebox.PlayOneShotGame("karateman/comboHit3", forcePlay: true);
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break;
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case ItemType.ComboPot5:
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Jukebox.PlayOneShotGame("karateman/comboHit3", forcePlay: true);
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break;
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case ItemType.ComboBarrel:
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Jukebox.PlayOneShotGame("karateman/comboHit4", forcePlay: true);
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break;
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default:
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Jukebox.PlayOneShotGame("karateman/potHit", forcePlay: true);
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break;
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}
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status = FlyStatus.Hit;
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}
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int ItemPunchHand()
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{
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switch (type)
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{
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case ItemType.Rock:
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return 2;
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case ItemType.Ball:
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return 2;
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case ItemType.Cooking:
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return 2;
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case ItemType.Alien:
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return 2;
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case ItemType.TacoBell:
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return 2;
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default:
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return 0;
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}
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}
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void JoeComboSequence()
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{
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if (GameManager.instance.currentGame != "karateman") return;
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var joe = KarateMan.instance.Joe;
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if (joe.GetShouldComboId() != comboId || !joe.inCombo) return;
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switch (type)
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{
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case ItemType.ComboPot2:
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joe.Punch(2);
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if (joe.GetComboId() != comboId)
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Jukebox.PlayOneShotGame("karateman/swingNoHit_Alt", forcePlay: true);
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else
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{
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ItemHitEffect();
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}
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break;
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case ItemType.ComboPot3:
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joe.ComboSequence(0);
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if (joe.GetComboId() != comboId) {}
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else
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{
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ItemHitEffect();
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}
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break;
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case ItemType.ComboPot4:
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//if the button isn't held anymore make Joe spin
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if (joe.GetComboId() != comboId) {
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joe.ComboMiss(startBeat + 1f);
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Jukebox.PlayOneShotGame("karateman/comboMiss", forcePlay: true);
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joe.SetShouldComboId(-2);
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}
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else
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{
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joe.ComboSequence(1);
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joe.lockedInCombo = true;
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ItemHitEffect();
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}
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break;
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case ItemType.ComboPot5:
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joe.ComboSequence(2);
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if (joe.GetComboId() != comboId) {}
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else
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{
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ItemHitEffect();
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}
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break;
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default:
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break;
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}
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}
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public void ItemJustOrNg(PlayerActionEvent caller, float state)
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{
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if (GameManager.instance.currentGame != "karateman") return;
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var joe = KarateMan.instance.Joe;
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if (status == FlyStatus.Fly && !joe.inCombo) {
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joe.Punch(ItemPunchHand());
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if (state <= -1f || state >= 1f) {
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Jukebox.PlayOneShot("miss");
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status = FlyStatus.NG;
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}
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else {
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ItemHitEffect();
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status = FlyStatus.Hit;
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}
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}
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}
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public void ItemWrongAction(PlayerActionEvent caller, float state)
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{
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if (GameManager.instance.currentGame != "karateman") return;
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//hitting a normal object with the alt input
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//WHEN SCORING THIS IS A MISS
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var joe = KarateMan.instance.Joe;
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if (status == FlyStatus.Fly && !joe.inCombo) {
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joe.ForceFailCombo(Conductor.instance.songPositionInBeats);
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if (state <= -1f || state >= 1f) {
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Jukebox.PlayOneShot("miss");
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status = FlyStatus.NG;
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}
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else {
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ItemHitEffect();
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}
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}
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}
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public void ItemOut(PlayerActionEvent caller) {}
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public void ItemThrough(PlayerActionEvent caller)
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{
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if (GameManager.instance.currentGame != "karateman") return;
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if (status != FlyStatus.Fly || gameObject == null) return;
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(startBeat + 2f, delegate {
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//TODO: play miss sound
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//deduct flow if applicable
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})
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});
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}
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public void ComboStartJustOrNg(PlayerActionEvent caller, float state)
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{
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if (GameManager.instance.currentGame != "karateman") return;
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var joe = KarateMan.instance.Joe;
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if (status == FlyStatus.Fly && !joe.inCombo) {
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joe.inCombo = true;
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joe.Punch(1);
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joe.SetComboId(comboId);
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joe.SetShouldComboId(comboId);
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if (state <= -1f || state >= 1f) {
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Jukebox.PlayOneShot("miss");
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status = FlyStatus.NG;
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}
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else {
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ItemHitEffect();
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}
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}
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}
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public void ComboStartOut(PlayerActionEvent caller) {}
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public void ComboStartThrough(PlayerActionEvent caller)
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{
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if (status != FlyStatus.Fly || gameObject == null) return;
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}
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public void ComboStartWrongAction(PlayerActionEvent caller, float state)
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{
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if (GameManager.instance.currentGame != "karateman") return;
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//hitting a combo start with the normal input
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//WHEN SCORING THIS IS A MISS
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var joe = KarateMan.instance.Joe;
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if (status == FlyStatus.Fly && !joe.inCombo) {
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joe.Punch(ItemPunchHand());
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if (state <= -1f || state >= 1f) {
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Jukebox.PlayOneShot("miss");
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status = FlyStatus.NG;
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}
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else {
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ItemHitEffect();
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}
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}
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}
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public void ComboEndJustOrNg(PlayerActionEvent caller, float state)
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{
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if (GameManager.instance.currentGame != "karateman") return;
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var joe = KarateMan.instance.Joe;
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if (status == FlyStatus.Fly && joe.inCombo && joe.GetComboId() == comboId) {
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joe.inCombo = false;
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joe.SetComboId(-1);
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joe.SetShouldComboId(-1);
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joe.ComboSequence(3);
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if (state <= -1f || state >= 1f) {
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Jukebox.PlayOneShot("miss");
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status = FlyStatus.NG;
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}
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else {
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ItemHitEffect();
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}
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}
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}
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public void ComboEndOut(PlayerActionEvent caller) {}
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public void ComboEndThrough(PlayerActionEvent caller)
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{
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if (GameManager.instance.currentGame != "karateman") return;
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if (status != FlyStatus.Fly || gameObject == null) return;
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var joe = KarateMan.instance.Joe;
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if (joe.GetComboId() != comboId || !joe.inCombo) return;
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(startBeat + 1.5f, delegate {
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joe.inCombo = false;
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joe.SetComboId(-1);
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joe.SetShouldComboId(-1);
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joe.ComboSequence(4);
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})
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});
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}
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public void ComboEndWrongAction(PlayerActionEvent caller, float state)
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{
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if (GameManager.instance.currentGame != "karateman") return;
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KarateMan.instance.Joe.Punch(1);
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}
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public void ComboEndWrongActionAlt(PlayerActionEvent caller, float state)
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{
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if (GameManager.instance.currentGame != "karateman") return;
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KarateMan.instance.Joe.ForceFailCombo(Conductor.instance.songPositionInBeats);
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}
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}
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}
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