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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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@ -49,7 +49,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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{
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var cond = Conductor.instance;
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if (PlayerInput.Pressed() && canJump && !PajamaParty.instance.IsExpectingInputNow())
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if (PlayerInput.Pressed() && canJump && !PajamaParty.instance.IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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Jukebox.PlayOneShot("miss");
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PlayerJump(cond.songPositionInBeats, true, false);
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@ -58,7 +58,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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{
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StartCharge();
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}
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if (PlayerInput.AltPressedUp() && charging && !PajamaParty.instance.IsExpectingInputNow())
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if (PlayerInput.AltPressedUp() && charging && !PajamaParty.instance.IsExpectingInputNow(InputType.STANDARD_ALT_UP))
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{
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Jukebox.PlayOneShot("miss");
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EndCharge(cond.songPositionInBeats, false, false);
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@ -424,7 +424,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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var cond = Conductor.instance;
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if (canSleep)
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{
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anim.DoScaledAnimationAsync("MakoSleepThrough", -1, 0);
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anim.DoScaledAnimationAsync("MakoSleepThrough", 1, 0);
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caller.CanHit(false);
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canSleep = false;
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}
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