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Games fixes/reworks patch (#501)
* ghosts are scaled now * Lockstep fully reworked * mr. bach has been implemented * Space dance fixes * oops * Tap trial rework part 1 * tap trial rework part 2 * oopsie * Gramps Talk Update * Space Dance Voice Offsets * Giraffe done! (Except miss anim) * bg is not showing up for some reason * bg not rendering fixed + giraffe fixed * scrolling done * fixed space dance and space soccer bg scrolls * fixed rockers bugs * adjustment * fixed el inaccuracies * particle fix * changed pitch and volume of monkey tap * miss anim * megamix face for girl * Proper miss anim implementation * Added force stepping event * miss anim fix --------- Co-authored-by: saladplainzone <chocolate2890mail@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
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@ -1,53 +1,163 @@
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using UnityEngine;
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using System;
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using HeavenStudio.Util;
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using System.Collections;
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using System.Collections.Generic;
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namespace HeavenStudio.Games.Scripts_TapTrial
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{
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public class TapTrialPlayer : MonoBehaviour
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{
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[Header("References")]
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[System.NonSerialized] public Animator anim;
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private enum TapState
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{
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Tap,
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DoubleTap,
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TripleTap,
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Jumping
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}
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private TapState state = TapState.Tap;
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private int tripleTaps = 0;
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private Animator anim;
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[SerializeField] private ParticleSystem tapEffectLeft;
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[SerializeField] private ParticleSystem tapEffectRight;
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public int tripleOffset = 0;
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private TapTrial game;
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private void Awake()
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{
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anim = GetComponent<Animator>();
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game = TapTrial.instance;
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}
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private void Update()
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{
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if (PlayerInput.Pressed())
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if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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Tap(false, 0);
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WhiffTap();
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}
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}
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public void Tap(bool hit, int type)
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public void Bop()
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{
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if (hit)
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SoundByte.PlayOneShotGame("tapTrial/tap");
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else
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SoundByte.PlayOneShotGame("tapTrial/tonk");
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anim.DoScaledAnimationAsync("Bop", 0.5f);
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}
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switch (type)
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private void WhiffTap()
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{
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switch (state)
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{
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case 0:
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anim.Play("Tap", 0, 0);
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case TapState.Tap:
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game.ScoreMiss();
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game.ResetScroll();
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Tap(false, false);
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break;
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case 1:
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anim.Play("DoubleTap", 0, 0);
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case TapState.DoubleTap:
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game.ScoreMiss();
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game.ResetScroll();
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Tap(false, true);
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break;
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case 2:
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if(tripleOffset % 2 == 0)
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anim.Play("DoubleTap", 0, 0);
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else
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anim.Play("Tap", 0, 0);
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tripleOffset++;
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case TapState.TripleTap:
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game.ScoreMiss();
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game.ResetScroll();
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break;
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case TapState.Jumping:
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break;
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}
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}
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public void PrepareJump()
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{
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anim.DoScaledAnimationAsync("JumpPrepare", 0.5f);
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state = TapState.Jumping;
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}
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public void Jump(bool final)
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{
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anim.DoScaledAnimationAsync(final ? "FinalJump" : "JumpTap", 0.5f);
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state = TapState.Jumping;
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}
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public void JumpTap(bool ace, bool final)
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{
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if (ace)
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{
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SoundByte.PlayOneShotGame("tapTrial/tap");
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SpawnTapEffect(true);
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SpawnTapEffect(false);
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}
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else
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{
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SoundByte.PlayOneShot("nearMiss");
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game.ResetScroll();
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}
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anim.DoScaledAnimationAsync(final ? "FinalJump_Tap" : "JumpTap_Success", 0.5f);
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}
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public void JumpTapMiss(bool final)
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{
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anim.DoScaledAnimationAsync(final ? "FinalJump_Miss" : "JumpTap_Miss", 0.5f);
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}
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public void PrepareTap(bool doubleTap = false)
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{
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anim.DoScaledAnimationAsync(doubleTap ? "DoubleTapPrepare" : "TapPrepare", 0.5f);
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state = doubleTap ? TapState.DoubleTap : TapState.Tap;
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}
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public void Tap(bool ace, bool doubleTap = false)
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{
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if (ace)
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{
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SoundByte.PlayOneShotGame("tapTrial/tap");
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SpawnTapEffect(!doubleTap);
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}
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else
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{
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SoundByte.PlayOneShot("nearMiss");
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game.ResetScroll();
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}
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anim.DoScaledAnimationAsync(doubleTap ? "DoubleTap" : "Tap", 0.5f);
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}
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public void PrepareTripleTap(double beat)
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{
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anim.DoScaledAnimationAsync("PosePrepare_1", 0.5f);
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state = TapState.TripleTap;
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tripleTaps = 0;
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.5, delegate
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{
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anim.DoScaledAnimationAsync("PosePrepare_2", 0.5f);
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})
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});
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}
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public void TripleTap(bool ace)
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{
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bool tapLeft = tripleTaps % 2 == 0;
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tripleTaps++;
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if (ace)
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{
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SoundByte.PlayOneShotGame("tapTrial/tap");
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SpawnTapEffect(tapLeft);
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}
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else
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{
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SoundByte.PlayOneShot("nearMiss");
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game.ResetScroll();
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}
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anim.DoScaledAnimationAsync(tapLeft ? "PoseTap_L" : "PoseTap_R", 0.5f);
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}
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private void SpawnTapEffect(bool left)
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{
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ParticleSystem spawnedTap = Instantiate(left ? tapEffectLeft : tapEffectRight, game.transform);
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spawnedTap.Play();
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}
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}
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}
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