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Timing Window Improvements (#199)
* implement a fix for #196 - improve checking for unwanted inputs in minigame scripts, see Fan Club, Karate Man, and Pajama Party for examples - provisionally implemented calculating average player input offset * update samurai slice ds to new assets implement near miss feedback * import new pajama party assets
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@ -139,7 +139,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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if (PlayerInput.Pressed(true) && !inSpecial)
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{
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if (!KarateMan.instance.IsExpectingInputNow())
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if (!KarateMan.instance.IsExpectingInputNow(InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN))
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{
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Punch(1);
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Jukebox.PlayOneShotGame("karateman/swingNoHit", forcePlay: true);
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@ -148,7 +148,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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if (PlayerInput.AltPressed() && KarateMan.IsComboEnable && !inSpecial)
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{
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if (!KarateMan.instance.IsExpectingInputNow())
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if (!KarateMan.instance.IsExpectingInputNow(InputType.STANDARD_ALT_DOWN))
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{
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//start a forced-fail combo sequence
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ForceFailCombo(cond.songPositionInBeats);
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@ -156,7 +156,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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}
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else if (PlayerInput.AltPressedUp())
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{
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if (!KarateMan.instance.IsExpectingInputNow())
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if (!KarateMan.instance.IsExpectingInputNow(InputType.STANDARD_ALT_UP))
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{
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if (inComboId != -1 && !lockedInCombo)
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{
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@ -172,7 +172,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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//stopped holding, don't charge
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wantKick = false;
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}
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else if (inKick && cond.GetPositionFromBeat(lastChargeTime, 2.75f) <= 0.5f && !KarateMan.instance.IsExpectingInputNow())
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else if (inKick && cond.GetPositionFromBeat(lastChargeTime, 2.75f) <= 0.5f && !KarateMan.instance.IsExpectingInputNow(InputType.STANDARD_UP | InputType.DIRECTION_UP))
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{
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Kick(cond.songPositionInBeats);
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Jukebox.PlayOneShotGame("karateman/swingKick", forcePlay: true);
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