mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 13:37:40 +02:00
Wizard's Waltz is feature complete
Just missing 90% of the visual assets
This commit is contained in:
91
Assets/Scripts/Games/WizardsWaltz/Plant.cs
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91
Assets/Scripts/Games/WizardsWaltz/Plant.cs
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@ -0,0 +1,91 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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namespace RhythmHeavenMania.Games.WizardsWaltz
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{
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public class Plant : PlayerActionObject
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{
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public Animator animator;
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public float createBeat;
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private WizardsWaltz game;
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private bool hit = false;
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private bool passed = false;
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private void Awake()
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{
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game = WizardsWaltz.instance;
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}
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private void Start()
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{
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animator.Play("Appear", 0, 0);
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}
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private void Update()
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{
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if (!passed && Conductor.instance.songPositionInBeats > createBeat + game.beatInterval)
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{
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StartCoroutine(FadeOut());
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passed = true;
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}
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if (hit) return;
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float stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.beatInterval, 1f);
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StateCheck(stateBeat);
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if (PlayerInput.Pressed(true))
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{
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if (state.perfect)
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{
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Ace();
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} else if (state.notPerfect())
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{
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Miss();
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}
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}
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}
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public void Bloom()
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{
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animator.Play("Hit", 0, 0);
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}
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public void Eat()
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{
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animator.Play("Eat", 0, 0);
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}
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public void EatLoop()
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{
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animator.Play("EatLoop", 0, 0);
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}
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public void Ace()
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{
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game.wizard.Magic(this, true);
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hit = true;
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}
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public void Miss()
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{
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game.wizard.Magic(this, false);
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hit = true;
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}
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public override void OnAce()
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{
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Ace();
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}
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public IEnumerator FadeOut()
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{
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yield return new WaitForSeconds(Conductor.instance.secPerBeat * game.beatInterval / 2f);
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Destroy(gameObject);
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}
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}
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}
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11
Assets/Scripts/Games/WizardsWaltz/Plant.cs.meta
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11
Assets/Scripts/Games/WizardsWaltz/Plant.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: b62617c2e80c5e2488da3c603bc21022
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -7,24 +7,51 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
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{
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public class Wizard : MonoBehaviour
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{
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public GameObject shadow;
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private WizardsWaltz game;
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private float songPos;
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// Start is called before the first frame update
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void Start()
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private void Awake()
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{
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game = WizardsWaltz.instance;
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}
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// Update is called once per frame
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void Update()
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{
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songPos = Conductor.instance.songPositionInBeats;
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var x = Mathf.Sin(Mathf.PI * songPos / 2) * 6;
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var y = 2 + Mathf.Cos(Mathf.PI * songPos / 2) * 1.5f;
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var scale = 1 - Mathf.Cos(Mathf.PI * songPos / 2) * 0.25f;
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transform.position = new Vector3(x, y, 0);
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transform.localScale = new Vector3(scale, scale, 1);
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var am = game.beatInterval / 2f;
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var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
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var y = Mathf.Cos(Mathf.PI * songPos / am) * 1.5f;
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var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.25f;
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transform.position = new Vector3(x, 2 + y, -scale);
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shadow.transform.position = new Vector3(x, -2.5f + y, -scale + 0.1f);
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var xscale = scale;
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if (y > 0) xscale *= -1;
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transform.localScale = new Vector3(xscale, scale, 1);
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shadow.transform.localScale = new Vector3(scale, scale, 1);
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}
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public void Magic(Plant plant, bool hit)
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{
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if(plant == null)
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{
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// TODO: Play empty A press sound
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return;
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}
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if (hit)
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{
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Jukebox.PlayOneShotGame("wizardsWaltz/grow");
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plant.Bloom();
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}
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else
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{
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Jukebox.PlayOneShot("miss");
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plant.Eat();
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}
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}
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}
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}
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@ -1,6 +1,8 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using Starpelly;
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using RhythmHeavenMania.Util;
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@ -8,8 +10,17 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
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{
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public class WizardsWaltz : Minigame
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{
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[Header("References")]
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public Wizard wizard;
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public GameObject plantHolder;
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public GameObject plantBase;
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public float beatInterval = 4f;
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float intervalStartBeat;
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bool intervalStarted;
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public float wizardBeatOffset = 0f;
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[NonSerialized] public int plantsLeft = 0;
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public static WizardsWaltz instance;
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@ -18,16 +29,52 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
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instance = this;
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}
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// Start is called before the first frame update
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void Start()
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private void Update()
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{
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if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused && intervalStarted)
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{
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intervalStarted = false;
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}
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}
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// Update is called once per frame
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void Update()
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public void SetIntervalStart(float beat, float interval = 4f)
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{
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// Don't do these things if the interval was already started.
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if (!intervalStarted)
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{
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plantsLeft = 0;
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intervalStarted = true;
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}
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intervalStartBeat = beat;
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beatInterval = interval;
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}
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public void SpawnFlower(float beat)
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{
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// If interval hasn't started, assume this is the first hair of the interval.
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if (!intervalStarted)
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SetIntervalStart(beat, beatInterval);
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Jukebox.PlayOneShotGame("wizardsWaltz/plant", beat);
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Plant plant = Instantiate(plantBase, plantHolder.transform).GetComponent<Plant>();
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var songPos = Conductor.instance.songPositionInBeats;
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var am = (beatInterval / 2f);
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var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
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var y = -2.5f + Mathf.Cos(Mathf.PI * songPos / am) * 1.5f;
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var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.25f;
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var xscale = scale;
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if (y > -2.5f) xscale *= -1;
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plant.transform.localPosition = new Vector3(x, y, -scale);
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plant.transform.localScale = new Vector3(xscale, scale, 1);
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plant.gameObject.SetActive(true);
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plant.createBeat = beat;
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plantsLeft++;
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}
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}
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}
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@ -370,7 +370,8 @@ namespace RhythmHeavenMania
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}),
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new Minigame("wizardsWaltz", "Wizard's Waltz \n<color=#adadad>(Mahou Tsukai)</color>", "FFEF9C", false, false, new List<GameAction>()
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{
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// new GameAction("plant flower", delegate { }, 2f, false),
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new GameAction("start interval", delegate { WizardsWaltz.instance.SetIntervalStart(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 4f, true),
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new GameAction("plant flower", delegate { WizardsWaltz.instance.SpawnFlower(eventCaller.currentEntity.beat); }, 0.5f, false),
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}),
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/*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
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{
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