Stomping Animations
All stomp and stomp prepare animations are animated and coded into the game (except for the miss one)
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BIN
Assets/Resources/Sfx/games/sumoBrothers/tink.mp3
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22
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||||
m_PersistentCalls:
|
||||
|
|
@ -46876,9 +46876,9 @@ RectTransform:
|
|||
m_Father: {fileID: 574002313}
|
||||
m_RootOrder: 2
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 0}
|
||||
m_AnchorMax: {x: 0, y: 0}
|
||||
m_AnchoredPosition: {x: 0, y: 0}
|
||||
m_AnchorMin: {x: 0, y: 1}
|
||||
m_AnchorMax: {x: 0, y: 1}
|
||||
m_AnchoredPosition: {x: 80, y: -21}
|
||||
m_SizeDelta: {x: 32, y: 32}
|
||||
m_Pivot: {x: 0, y: 0.5}
|
||||
--- !u!114 &1783491359
|
||||
|
|
|
|||
|
|
@ -13,12 +13,39 @@ namespace HeavenStudio.Games.Loaders
|
|||
return new Minigame("sumoBrothers", "Sumo Brothers \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "EDED15", false, false, new List<GameAction>()
|
||||
{
|
||||
|
||||
new GameAction("stompSignal", "Stomp Signal")
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.StompSignal(e.beat, e["mute"]); },
|
||||
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Bop(e.beat, e.length, e["bopInu"], e["bopSumo"], e["bopInuAuto"], e["bopSumoAuto"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("mute", false, "Mute", "Disables the sound and animations that cue for the transition to stomping.")
|
||||
new Param("bopInu", true, "Bop Inu", "Whether Inu Sensei should bop or not."),
|
||||
new Param("bopSumo", true, "Bop Sumo", "Whether the Sumo Brothers should bop or not."),
|
||||
new Param("bopInuAuto", false, "Bop Inu (Auto)", "Whether Inu Sensei should bop automatically or not."),
|
||||
new Param("bopSumoAuto", false, "Bop Sumo (Auto)", "Whether the Sumo Brothers should bop automatically or not."),
|
||||
},
|
||||
defaultLength = 1f,
|
||||
resizable = true
|
||||
},
|
||||
|
||||
new GameAction("crouch", "Crouch")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Crouch(e.beat, e.length, e["inuT"], e["sumoT"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("inuT", true, "Inu Sensei", "Whether Inu Sensei crouches or not."),
|
||||
new Param("sumoT", true, "Sumo Brothers", "Whether the Sumo Brothers crouch or not.")
|
||||
},
|
||||
defaultLength = 1f,
|
||||
resizable = true
|
||||
},
|
||||
|
||||
new GameAction("stompSignal", "Stomp Signal")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.StompSignal(e.beat, e["mute"], e["look"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("mute", false, "Mute", "Disables the sound and animations that cue for the transition to stomping."),
|
||||
new Param("look", true, "Look Forward", "The Sumo Brothers will look at the camera if transitioning from slapping.")
|
||||
},
|
||||
defaultLength = 4f,
|
||||
priority = 4
|
||||
|
|
@ -47,39 +74,13 @@ namespace HeavenStudio.Games.Loaders
|
|||
priority = 2
|
||||
},
|
||||
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Bop(e.beat, e.length, e["bopInu"], e["bopSumo"], e["bopInuAuto"], e["bopSumoAuto"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bopInu", true, "Bop Inu", "Whether Inu Sensei should bop or not."),
|
||||
new Param("bopSumo", true, "Bop Sumo", "Whether the Sumo Brothers should bop or not."),
|
||||
new Param("bopInuAuto", false, "Bop Inu (Auto)", "Whether Inu Sensei should bop automatically or not."),
|
||||
new Param("bopSumoAuto", false, "Bop Sumo (Auto)", "Whether the Sumo Brothers should bop automatically or not."),
|
||||
},
|
||||
defaultLength = 1f,
|
||||
resizable = true
|
||||
},
|
||||
|
||||
new GameAction("crouch", "Crouch")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Crouch(e.beat, e.length, e["inuT"], e["sumoT"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("inuT", true, "Inu Sensei", "Whether Inu Sensei crouches or not."),
|
||||
new Param("sumoT", true, "Sumo Brothers", "Whether the Sumo Brothers crouch or not.")
|
||||
},
|
||||
defaultLength = 1f,
|
||||
resizable = true
|
||||
},
|
||||
|
||||
new GameAction("look", "Look at Camera")
|
||||
new GameAction("look", "Look Forward")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.LookAtCamera(e.beat, e.length, e["look"]); },
|
||||
parameters = new List<Param>()
|
||||
/*parameters = new List<Param>()
|
||||
{
|
||||
new Param("look", true, "Look at Camera", "Whether the Sumo Brothers will look at the camera while slapping."),
|
||||
},
|
||||
},*/
|
||||
defaultLength = 1f,
|
||||
resizable = true
|
||||
},
|
||||
|
|
@ -102,14 +103,14 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] Animator sumoBrotherPHead;
|
||||
|
||||
[Header("Properties")]
|
||||
static List<queuedSumoInputs> queuedInputs = new List<queuedSumoInputs>();
|
||||
/*static List<queuedSumoInputs> queuedInputs = new List<queuedSumoInputs>();
|
||||
public struct queuedSumoInputs
|
||||
{
|
||||
public float beat;
|
||||
public int cue;
|
||||
public int poseType;
|
||||
public int poseBG;
|
||||
}
|
||||
}*/
|
||||
|
||||
private bool goBopSumo;
|
||||
private bool goBopInu;
|
||||
|
|
@ -117,6 +118,7 @@ namespace HeavenStudio.Games
|
|||
private bool allowBopSumo;
|
||||
private bool allowBopInu;
|
||||
|
||||
private bool sumoStompDir = false;
|
||||
private double lastReportedBeat = 0f;
|
||||
|
||||
private bool cueCurrentlyActive = false;
|
||||
|
|
@ -145,6 +147,7 @@ namespace HeavenStudio.Games
|
|||
Pose
|
||||
}
|
||||
private SumoState sumoState = SumoState.Idle;
|
||||
private SumoState sumoStatePrevious = SumoState.Idle;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Awake()
|
||||
|
|
@ -159,10 +162,10 @@ namespace HeavenStudio.Games
|
|||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
|
||||
/*if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
|
||||
{
|
||||
if (queuedInputs.Count > 0) queuedInputs.Clear();
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
|
|
@ -191,8 +194,8 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if(goBopSumo)
|
||||
{
|
||||
sumoBrotherP.DoScaledAnimationAsync("SumoBop", 1f);
|
||||
sumoBrotherG.DoScaledAnimationAsync("SumoBop", 1f);
|
||||
sumoBrotherP.DoScaledAnimationAsync("SumoBop", 0.5f);
|
||||
sumoBrotherG.DoScaledAnimationAsync("SumoBop", 0.5f);
|
||||
sumoBrotherGHead.DoScaledAnimationAsync("SumoGIdle", 0.5f);
|
||||
sumoBrotherPHead.DoScaledAnimationAsync("SumoGIdle", 0.5f);
|
||||
}
|
||||
|
|
@ -204,7 +207,10 @@ namespace HeavenStudio.Games
|
|||
|
||||
}
|
||||
|
||||
print("current sumo state:");
|
||||
print(sumoState);
|
||||
print("previous sumo state:");
|
||||
print(sumoStatePrevious);
|
||||
}
|
||||
|
||||
public void Bop(double beat, float length, bool inu, bool sumo, bool inuAuto, bool sumoAuto)
|
||||
|
|
@ -225,8 +231,8 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
if (sumo)
|
||||
{
|
||||
sumoBrotherP.DoScaledAnimationAsync("SumoBop", 1f);
|
||||
sumoBrotherG.DoScaledAnimationAsync("SumoBop", 1f);
|
||||
sumoBrotherP.DoScaledAnimationAsync("SumoBop", 0.5f);
|
||||
sumoBrotherG.DoScaledAnimationAsync("SumoBop", 0.5f);
|
||||
sumoBrotherGHead.DoScaledAnimationAsync("SumoGIdle", 0.5f);
|
||||
}
|
||||
}));
|
||||
|
|
@ -236,7 +242,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
}
|
||||
|
||||
public void StompSignal(double beat, bool mute)
|
||||
public void StompSignal(double beat, bool mute, bool lookatcam)
|
||||
{
|
||||
if (sumoState == SumoState.Stomp || cueCurrentlyActive)
|
||||
{
|
||||
|
|
@ -245,6 +251,19 @@ namespace HeavenStudio.Games
|
|||
|
||||
CueRunning(beat + 0);
|
||||
|
||||
if (lookatcam) {
|
||||
sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlapLook", 0.5f);
|
||||
sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlapLook", 0.5f);
|
||||
|
||||
}
|
||||
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 3, delegate { allowBopSumo = false; }),
|
||||
new BeatAction.Action(beat + 3, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f); }),
|
||||
new BeatAction.Action(beat + 3, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); })
|
||||
});
|
||||
|
||||
if (mute == false)
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
|
|
@ -261,8 +280,9 @@ namespace HeavenStudio.Games
|
|||
|
||||
}
|
||||
|
||||
sumoStatePrevious = sumoState;
|
||||
sumoState = SumoState.Stomp;
|
||||
StompRecursive(beat + 4, 2);
|
||||
StompRecursive(beat + 3, 1);
|
||||
}
|
||||
|
||||
private void StompRecursive(double beat, double remaining)
|
||||
|
|
@ -279,11 +299,33 @@ namespace HeavenStudio.Games
|
|||
return;
|
||||
}
|
||||
|
||||
ScheduleInput(beat - 1, 1, InputAction_BasicPress, StompHit, StompMiss, Nothing);
|
||||
if (sumoStompDir) {
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }),
|
||||
new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompPrepareR", 0.5f); }),
|
||||
new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompR", 0.5f); })
|
||||
});
|
||||
} else {
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoStompPrepareR", 0.5f); }),
|
||||
new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }),
|
||||
new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompL", 0.5f); })
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
ScheduleInput(beat , 1, InputAction_BasicPress, StompHit, StompMiss, Nothing);
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { StompRecursive(beat + 2, remaining); })
|
||||
});
|
||||
|
||||
if (sumoStompDir) { sumoStompDir = false;}
|
||||
else
|
||||
{ sumoStompDir = true;}
|
||||
print(sumoStompDir);
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -299,8 +341,8 @@ namespace HeavenStudio.Games
|
|||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 3, delegate { allowBopSumo = false; }),
|
||||
new BeatAction.Action(beat + 3, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoSlapPrepare", 1f); }),
|
||||
new BeatAction.Action(beat + 3, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoSlapPrepare", 1f); }),
|
||||
new BeatAction.Action(beat + 3, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoSlapPrepare",0.5f); }),
|
||||
new BeatAction.Action(beat + 3, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoSlapPrepare", 0.5f); }),
|
||||
new BeatAction.Action(beat + 3, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlapPrepare", 0.5f); }),
|
||||
new BeatAction.Action(beat + 3, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlapPrepare", 0.5f); })
|
||||
});
|
||||
|
|
@ -324,6 +366,7 @@ namespace HeavenStudio.Games
|
|||
}, forcePlay: true);
|
||||
}
|
||||
|
||||
sumoStatePrevious = sumoState;
|
||||
sumoState = SumoState.Slap;
|
||||
SlapRecursive(beat + 4, 4);
|
||||
|
||||
|
|
@ -368,16 +411,16 @@ namespace HeavenStudio.Games
|
|||
new BeatAction.Action(beat, delegate { if (sumo == true) sumoBrotherG.DoScaledAnimationAsync("SumoCrouch", 0.5f); }),
|
||||
new BeatAction.Action(beat + length - 0.001, delegate { allowBopInu = true; }),
|
||||
new BeatAction.Action(beat + length - 0.001, delegate { allowBopSumo = true; }),
|
||||
new BeatAction.Action(beat + length, delegate { if (goBopSumo == true) sumoBrotherP.DoScaledAnimationAsync("SumoBop", 1f); }),
|
||||
new BeatAction.Action(beat + length, delegate { if (goBopSumo == true) sumoBrotherG.DoScaledAnimationAsync("SumoBop", 1f); }),
|
||||
new BeatAction.Action(beat + length, delegate { if (goBopInu == true) inuSensei.DoScaledAnimationAsync("InuBop", 1f); })
|
||||
new BeatAction.Action(beat + length, delegate { if (goBopSumo == true) sumoBrotherP.DoScaledAnimationAsync("SumoBop", 0.5f); }),
|
||||
new BeatAction.Action(beat + length, delegate { if (goBopSumo == true) sumoBrotherG.DoScaledAnimationAsync("SumoBop", 0.5f); }),
|
||||
new BeatAction.Action(beat + length, delegate { if (goBopInu == true) inuSensei.DoScaledAnimationAsync("InuBop", 0.5f); })
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
public void LookAtCamera(double beat, float length, bool lookatcam)
|
||||
{
|
||||
|
||||
if (sumoState == SumoState.Slap) {
|
||||
BeatAction.New(instance, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlapLook", 0.5f); }),
|
||||
new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlapLook", 0.5f); }),
|
||||
|
|
@ -386,6 +429,7 @@ namespace HeavenStudio.Games
|
|||
new BeatAction.Action(beat + length, delegate { if (sumoState == SumoState.Slap) sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlapPrepare", 0.5f); }),
|
||||
new BeatAction.Action(beat + length, delegate { print("lookun"); })
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -395,6 +439,7 @@ namespace HeavenStudio.Games
|
|||
{ return; }
|
||||
|
||||
CueRunning(beat + 0);
|
||||
sumoStatePrevious = sumoState;
|
||||
sumoState = SumoState.Pose;
|
||||
|
||||
var cond = Conductor.instance;
|
||||
|
|
@ -429,7 +474,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("nearmiss");
|
||||
SoundByte.PlayOneShotGame("sumoBrothers/tink");
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -451,7 +496,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("nearmiss");
|
||||
SoundByte.PlayOneShotGame("sumoBrothers/tink");
|
||||
|
||||
}
|
||||
else
|
||||
|
|
@ -459,8 +504,8 @@ namespace HeavenStudio.Games
|
|||
|
||||
}
|
||||
SoundByte.PlayOneShotGame("sumoBrothers/slap");
|
||||
sumoBrotherP.DoScaledAnimationAsync("SumoSlapFront", 1f);
|
||||
sumoBrotherG.DoScaledAnimationAsync("SumoSlapFront", 1f);
|
||||
sumoBrotherP.DoScaledAnimationAsync("SumoSlapFront", 0.5f);
|
||||
sumoBrotherG.DoScaledAnimationAsync("SumoSlapFront", 0.5f);
|
||||
|
||||
|
||||
|
||||
|
|
@ -469,6 +514,8 @@ namespace HeavenStudio.Games
|
|||
void SlapMiss(PlayerActionEvent caller)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("sumoBrothers/miss");
|
||||
sumoBrotherG.DoScaledAnimationAsync("SumoSlapFront", 0.5f);
|
||||
sumoBrotherP.DoScaledAnimationAsync("SumoBop", 0.5f); // temp miss animation until i get real one done
|
||||
|
||||
|
||||
}
|
||||
|
|
@ -477,15 +524,23 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("nearmiss");
|
||||
SoundByte.PlayOneShotGame("sumoBrothers/stomp");
|
||||
SoundByte.PlayOneShotGame("sumoBrothers/tink");
|
||||
sumoBrotherPHead.DoScaledAnimationAsync("SumoPStompBarely", 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f);
|
||||
}
|
||||
SoundByte.PlayOneShotGame("sumoBrothers/stomp");
|
||||
|
||||
if (sumoStompDir)
|
||||
{
|
||||
sumoBrotherP.DoScaledAnimationAsync("SumoStompL", 0.5f);
|
||||
} else {
|
||||
sumoBrotherP.DoScaledAnimationAsync("SumoStompR", 0.5f);
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
|
|
|||