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https://github.com/RHeavenStudio/HeavenStudio.git
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A lot of stuff (Read desc)
Beat action is now used to define one-off objects that is used by the beat but I don't wanna bother making a different script for. Example case: the "hit 3" sprite in Karate Man. Animation helpers for functions I don't wanna rewrite 100,000 times. General improvements for Karate Man, like prepare animation and some updates to game events.
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@ -70,7 +70,7 @@ namespace RhythmHeavenMania.Games.KarateMan
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Jukebox.PlayOneShotGame("karateman/swingNoHit");
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}
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comboIndex++;
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anim.Play("PunchLeft", 0, 0);
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AnimPlay("PunchLeft");
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}
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else if (normalizedBeat >= 1.25f && comboIndex < 2)
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{
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@ -86,7 +86,7 @@ namespace RhythmHeavenMania.Games.KarateMan
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Jukebox.PlayOneShotGame("karateman/swingNoHit_Alt");
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}
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comboIndex++;
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anim.Play("PunchRight", 0, 0);
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AnimPlay("PunchRight");
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}
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else if (normalizedBeat >= 1.5f && comboIndex < 3)
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{
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@ -98,7 +98,7 @@ namespace RhythmHeavenMania.Games.KarateMan
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Jukebox.PlayOneShotGame("karateman/comboHit2");
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}
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comboIndex++;
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anim.Play("ComboCrouch", 0, 0);
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AnimPlay("ComboCrouch");
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}
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else if (normalizedBeat >= 1.75f && comboIndex < 4)
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{
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@ -114,7 +114,7 @@ namespace RhythmHeavenMania.Games.KarateMan
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Jukebox.PlayOneShotGame("karateman/comboMiss");
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}
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comboIndex++;
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anim.Play("ComboKick", 0, 0);
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AnimPlay("ComboKick");
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}
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else if (normalizedBeat >= 2f && comboIndex < 5)
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{
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@ -126,7 +126,7 @@ namespace RhythmHeavenMania.Games.KarateMan
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Jukebox.PlayOneShotGame("karateman/comboHit3");
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}
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comboIndex++;
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anim.Play("ComboCrouchPunch", 0, 0);
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AnimPlay("ComboCrouchPunch");
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}
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else if (normalizedBeat >= 2.05f)
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{
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@ -140,7 +140,7 @@ namespace RhythmHeavenMania.Games.KarateMan
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else
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{
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// fail anim
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anim.Play("ComboMiss");
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AnimPlay("ComboMiss");
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ResetCombo();
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}
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}
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@ -159,7 +159,7 @@ namespace RhythmHeavenMania.Games.KarateMan
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{
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if (kickC != null) StopCoroutine(kickC);
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hitBarrel = false;
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anim.Play("Kick", 0, 0);
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AnimPlay("Kick");
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}
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if (Conductor.instance.songPositionInBeats > barrelBeat + 3)
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@ -167,7 +167,7 @@ namespace RhythmHeavenMania.Games.KarateMan
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if (kickC != null) StopCoroutine(kickC);
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hitBarrel = false;
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// should be inebetween for this
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anim.Play("Idle", 0, 0);
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AnimPlay("Idle");
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}
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}
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else
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@ -244,7 +244,7 @@ namespace RhythmHeavenMania.Games.KarateMan
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barrelBeat = Conductor.instance.songPositionInBeats;
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hitBarrel = true;
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yield return new WaitForSeconds(0.17f);
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anim.Play("KickPrepare", 0, 0);
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AnimPlay("KickPrepare");
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}
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private void Swing()
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@ -313,9 +313,9 @@ namespace RhythmHeavenMania.Games.KarateMan
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Jukebox.PlayOneShotGame("karateman/swingNoHit");
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if (punchLeft)
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anim.Play("PunchLeft", 0, 0);
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AnimPlay("PunchLeft");
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else
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anim.Play("PunchRight", 0, 0);
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AnimPlay("PunchRight");
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}
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public void HitEffectF(Vector3 pos)
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@ -327,6 +327,12 @@ namespace RhythmHeavenMania.Games.KarateMan
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Destroy(hit, 0.06f);
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}
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public void AnimPlay(string name)
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{
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anim.Play(name, 0, 0);
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anim.speed = 1;
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}
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private void BarrelDestroy(Pot p, bool combo)
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{
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for (int i = 0; i < 8; i++)
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