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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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@ -25,7 +25,7 @@ namespace HeavenStudio.Games.Scripts_DoubleDate
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void Update()
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{
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double beat = conductor.songPositionInBeatsAsDouble;
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double beat = conductor.unswungSongPositionInBeatsAsDouble;
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double height = 0f;
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if (pathStartBeat > double.MinValue)
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{
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@ -44,7 +44,7 @@ namespace HeavenStudio.Games.Scripts_DoubleDate
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game.ScheduleInput(beat, 1f, DoubleDate.InputAction_FlickPress, Just, Miss, Empty);
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path = game.GetPath("SoccerIn");
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UpdateLastRealPos();
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pathStartBeat = beat - 1f;
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pathStartBeat = Conductor.instance.GetUnSwungBeat(beat - 1f);
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Vector3 pos = GetPathPositionFromBeat(path, pathStartBeat, pathStartBeat);
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transform.position = pos;
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@ -65,7 +65,7 @@ namespace HeavenStudio.Games.Scripts_DoubleDate
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}),
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});
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UpdateLastRealPos();
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pathStartBeat = conductor.songPositionInBeatsAsDouble;
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pathStartBeat = conductor.unswungSongPositionInBeatsAsDouble;
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if (state >= 1f || state <= -1f)
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{
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path = game.GetPath("SoccerNg" + (state > 0 ? "Late" : "Early"));
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@ -80,7 +80,7 @@ namespace HeavenStudio.Games.Scripts_DoubleDate
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void Hit()
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{
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UpdateLastRealPos();
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pathStartBeat = conductor.songPositionInBeatsAsDouble;
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pathStartBeat = conductor.unswungSongPositionInBeatsAsDouble;
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path = game.GetPath("SoccerJust");
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game.Kick(true, false, true, _jump);
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SoundByte.PlayOneShotGame("doubleDate/kick");
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