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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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@ -106,8 +106,19 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
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{
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switch (flyProg)
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{
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case -3: // near miss on board launch
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flyPos = cond.GetPositionFromBeat(startBeat, 2f);
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transform.position = currentCurve.GetPoint(flyPos);
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (180f * Time.deltaTime));
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if (flyPos > 1f)
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{
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GameObject.Destroy(gameObject);
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return;
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}
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break;
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case -2: // being carried by a child
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flyPos = cond.GetPositionFromBeat(startBeat + 2f, 2f);
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flyPos = cond.GetPositionFromBeat(startBeat + 2f, 4f);
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if (heldPos == null || flyPos > 1f)
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{
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GameObject.Destroy(gameObject);
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@ -130,6 +141,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
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secondHalf.heldPos = child.DebrisPosL;
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}
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flyProg = -2;
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GetComponent<SpriteRenderer>().sortingOrder = 7;
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return;
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}
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break;
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@ -247,6 +259,15 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
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public void LaunchSuccess(PlayerActionEvent caller, float state)
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{
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if (state <= -1f || state >= 1f)
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{
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startBeat = launchProg.startBeat + 2f;
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currentCurve = SamuraiSliceNtr.instance.NgLaunchCurve;
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flyProg = -3;
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Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchImpact", pitch: 2f);
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launchProg.Disable();
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return;
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}
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launchProg.Disable();
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DoLaunch();
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Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchImpact", pitch: UnityEngine.Random.Range(0.85f, 1.05f));
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@ -262,6 +283,15 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
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public void HitSuccess(PlayerActionEvent caller, float state)
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{
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if (state <= -1f || state >= 1f)
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{
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startBeat = hitProg.startBeat + hitProg.timer;
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currentCurve = SamuraiSliceNtr.instance.NgDebrisCurve;
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flyProg = -3;
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Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_ng");
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hitProg.Disable();
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return;
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}
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flyProg = -1;
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hitProg.Disable();
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if (UnityEngine.Random.Range(0f, 1f) >= 0.5f)
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