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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 10:17:37 +02:00
Further input latency fixes
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@ -13,6 +13,7 @@ namespace RhythmHeavenMania.Games.ClappyTrio
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public bool late;
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private float lastClapBeat;
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private float lastClapLength;
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[SerializeField] private bool clapVacant;
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private int lastIndex;
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@ -36,36 +37,47 @@ namespace RhythmHeavenMania.Games.ClappyTrio
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Clap();
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}
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// if (clapVacant == true)
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if (clapVacant == true)
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{
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float normalizedBeat = (Conductor.instance.GetLoopPositionFromBeat(lastClapBeat, 1f));
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print(normalizedBeat);
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float normalizedBeat = (Conductor.instance.GetLoopPositionFromBeat(lastClapBeat, lastClapLength));
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if (normalizedBeat > Minigame.earlyTime && normalizedBeat < Minigame.perfectTime && lastIndex == 0)
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if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && lastIndex == 0)
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{
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SetEligibility(true, false, false);
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lastIndex++;
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}
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else if (normalizedBeat > Minigame.perfectTime && normalizedBeat < Minigame.lateTime && lastIndex == 1)
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else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && lastIndex == 1)
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{
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SetEligibility(false, true, false);
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// Clap();
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lastIndex++;
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}
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else if (normalizedBeat > Minigame.lateTime && lastIndex == 2)
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else if (normalizedBeat > Minigame.LateTime() && lastIndex == 2)
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{
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SetEligibility(false, false, true);
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clapVacant = false;
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lastIndex = 0;
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lastClapLength = 0;
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lastClapBeat = 0;
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hit = false;
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ClearLog();
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}
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}
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}
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public void SetClapAvailability(float startBeat)
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public void ClearLog()
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{
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var assembly = System.Reflection.Assembly.GetAssembly(typeof(UnityEditor.Editor));
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var type = assembly.GetType("UnityEditor.LogEntries");
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var method = type.GetMethod("Clear");
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method.Invoke(new object(), null);
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}
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public void SetClapAvailability(float startBeat, float length)
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{
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lastClapBeat = startBeat;
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clapVacant = true;
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lastClapLength = length;
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}
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private void SetEligibility(bool early, bool perfect, bool late)
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@ -96,6 +108,7 @@ namespace RhythmHeavenMania.Games.ClappyTrio
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}
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else
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{
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print(early + " " + perfect + " " + late);
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clapEffect.SetActive(false);
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Jukebox.PlayOneShot("miss");
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ClappyTrio.instance.playerHitLast = false;
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