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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 11:27:39 +02:00
a lot
* munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now
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@ -15,20 +15,24 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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public GameObject Projectile;
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public Animator anim;
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public bool shouldBop = false;
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public int row;
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public int col;
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float lastReportedBeat;
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float startJumpTime = Single.MinValue;
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float jumpLength = 1f;
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float jumpHeight = 4f;
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int jumpAlt;
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private bool hasJumped = false;
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bool shouldntBop = false;
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bool hasJumped = false;
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float startThrowTime = Single.MinValue;
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float throwLength = 4f;
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float throwHeight = 12f;
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private bool hasThrown = false;
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void Awake()
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@ -67,6 +71,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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{
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if (hasJumped)
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{
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shouldntBop = false;
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hasJumped = false;
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PajamaParty.instance.DoBedImpact();
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anim.DoScaledAnimationAsync("MonkeyLand");
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@ -98,10 +103,19 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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anim.DoUnscaledAnimation("MonkeyBeat");
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Projectile.SetActive(false);
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hasThrown = false;
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shouldntBop = false;
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}
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}
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}
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private void LateUpdate()
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{
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if (Conductor.instance.ReportBeat(ref lastReportedBeat) && anim.IsAnimationNotPlaying() && !hasThrown && !shouldntBop && shouldBop)
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{
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anim.DoScaledAnimationAsync("MonkeyBeat", 0.5f);
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}
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}
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public void Jump(float beat, int alt = 1)
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{
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startJumpTime = beat;
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@ -114,6 +128,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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public void Charge(float beat)
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{
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shouldntBop = true;
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anim.DoUnscaledAnimation("MonkeyReady");
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}
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@ -126,6 +141,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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public void ReadySleep(float beat, int action)
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{
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shouldntBop = true;
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var cond = Conductor.instance;
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startThrowTime = Single.MinValue;
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Projectile.transform.localPosition = new Vector3(0, 0);
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