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Auto-Swing (#827)
* BurstLinq make BGM resync when changing pitch (to test) * autoswing some game implementations, most games already work fine * more game tweaks * 16th note swing more game fixes make pitch change resync optional in the API * suppress some common warnings * Update Credits.txt
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@ -131,7 +131,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp
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// var key2Pos = key2.Position;
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// key2.Position = new Vector3(key2Pos.x, veggieTrans.position.y + 2f, key2Pos.z);
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pickedBeat = Conductor.instance.songPositionInBeatsAsDouble;
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pickedBeat = Conductor.instance.unswungSongPositionInBeatsAsDouble;
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SoundByte.PlayOneShot("miss");
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@ -222,11 +222,11 @@ namespace HeavenStudio.Games.Scripts_CropStomp
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veggieState = 1;
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game.ScheduleInput(targetBeat, isMole ? 0.5f : 1f, CropStomp.InputAction_FlickRelease, PickJust, PickMiss, Out);
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targetBeat = targetBeat + (isMole ? 0.5f : 1f);
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targetBeat = cond.GetUnSwungBeat(targetBeat + (isMole ? 0.5f : 1f));
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stompedBeat = cond.songPositionInBeatsAsDouble;
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stompedBeat = cond.unswungSongPositionInBeatsAsDouble;
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landBeat = targetBeat + (float)cond.SecsToBeats(Minigame.NgLateTime() - 1, cond.GetBpmAtBeat(targetBeat));
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landBeat = targetBeat + cond.SecsToBeats(Minigame.NgLateTime() - 1, cond.GetBpmAtBeat(targetBeat));
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if (autoTriggered)
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{
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@ -261,12 +261,12 @@ namespace HeavenStudio.Games.Scripts_CropStomp
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game.bodyAnim.DoScaledAnimationAsync("Pick", 0.5f);
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game.isFlicking = true;
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}
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var key1 = game.pickCurve.KeyPoints[0];
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var keyPos = key1.Position;
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key1.Position = new Vector3(keyPos.x, veggieTrans.position.y, keyPos.z);
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pickedBeat = Conductor.instance.songPositionInBeatsAsDouble;
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pickedBeat = Conductor.instance.unswungSongPositionInBeatsAsDouble;
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if (!isMole)
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{
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