Stomping Animations

All stomp and stomp prepare animations are animated and coded into the game (except for the miss one)
This commit is contained in:
RaffyTaffy14 2024-02-06 00:21:49 -05:00
parent c6ae01dd80
commit 311d5a3f95
51 changed files with 50425 additions and 3482 deletions

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View file

@ -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>() 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>() 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, defaultLength = 4f,
priority = 4 priority = 4
@ -47,39 +74,13 @@ namespace HeavenStudio.Games.Loaders
priority = 2 priority = 2
}, },
new GameAction("bop", "Bop") new GameAction("look", "Look Forward")
{
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")
{ {
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.LookAtCamera(e.beat, e.length, e["look"]); }, 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."), new Param("look", true, "Look at Camera", "Whether the Sumo Brothers will look at the camera while slapping."),
}, },*/
defaultLength = 1f, defaultLength = 1f,
resizable = true resizable = true
}, },
@ -102,14 +103,14 @@ namespace HeavenStudio.Games
[SerializeField] Animator sumoBrotherPHead; [SerializeField] Animator sumoBrotherPHead;
[Header("Properties")] [Header("Properties")]
static List<queuedSumoInputs> queuedInputs = new List<queuedSumoInputs>(); /*static List<queuedSumoInputs> queuedInputs = new List<queuedSumoInputs>();
public struct queuedSumoInputs public struct queuedSumoInputs
{ {
public float beat; public float beat;
public int cue; public int cue;
public int poseType; public int poseType;
public int poseBG; public int poseBG;
} }*/
private bool goBopSumo; private bool goBopSumo;
private bool goBopInu; private bool goBopInu;
@ -117,6 +118,7 @@ namespace HeavenStudio.Games
private bool allowBopSumo; private bool allowBopSumo;
private bool allowBopInu; private bool allowBopInu;
private bool sumoStompDir = false;
private double lastReportedBeat = 0f; private double lastReportedBeat = 0f;
private bool cueCurrentlyActive = false; private bool cueCurrentlyActive = false;
@ -145,6 +147,7 @@ namespace HeavenStudio.Games
Pose Pose
} }
private SumoState sumoState = SumoState.Idle; private SumoState sumoState = SumoState.Idle;
private SumoState sumoStatePrevious = SumoState.Idle;
// Start is called before the first frame update // Start is called before the first frame update
void Awake() void Awake()
@ -159,10 +162,10 @@ namespace HeavenStudio.Games
void OnDestroy() void OnDestroy()
{ {
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) /*if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
{ {
if (queuedInputs.Count > 0) queuedInputs.Clear(); if (queuedInputs.Count > 0) queuedInputs.Clear();
} }*/
} }
// Update is called once per frame // Update is called once per frame
@ -191,8 +194,8 @@ namespace HeavenStudio.Games
{ {
if(goBopSumo) if(goBopSumo)
{ {
sumoBrotherP.DoScaledAnimationAsync("SumoBop", 1f); sumoBrotherP.DoScaledAnimationAsync("SumoBop", 0.5f);
sumoBrotherG.DoScaledAnimationAsync("SumoBop", 1f); sumoBrotherG.DoScaledAnimationAsync("SumoBop", 0.5f);
sumoBrotherGHead.DoScaledAnimationAsync("SumoGIdle", 0.5f); sumoBrotherGHead.DoScaledAnimationAsync("SumoGIdle", 0.5f);
sumoBrotherPHead.DoScaledAnimationAsync("SumoGIdle", 0.5f); sumoBrotherPHead.DoScaledAnimationAsync("SumoGIdle", 0.5f);
} }
@ -204,7 +207,10 @@ namespace HeavenStudio.Games
} }
print("current sumo state:");
print(sumoState); print(sumoState);
print("previous sumo state:");
print(sumoStatePrevious);
} }
public void Bop(double beat, float length, bool inu, bool sumo, bool inuAuto, bool sumoAuto) public void Bop(double beat, float length, bool inu, bool sumo, bool inuAuto, bool sumoAuto)
@ -225,8 +231,8 @@ namespace HeavenStudio.Games
} }
if (sumo) if (sumo)
{ {
sumoBrotherP.DoScaledAnimationAsync("SumoBop", 1f); sumoBrotherP.DoScaledAnimationAsync("SumoBop", 0.5f);
sumoBrotherG.DoScaledAnimationAsync("SumoBop", 1f); sumoBrotherG.DoScaledAnimationAsync("SumoBop", 0.5f);
sumoBrotherGHead.DoScaledAnimationAsync("SumoGIdle", 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) if (sumoState == SumoState.Stomp || cueCurrentlyActive)
{ {
@ -245,6 +251,19 @@ namespace HeavenStudio.Games
CueRunning(beat + 0); 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) if (mute == false)
{ {
BeatAction.New(instance, new List<BeatAction.Action>() BeatAction.New(instance, new List<BeatAction.Action>()
@ -261,8 +280,9 @@ namespace HeavenStudio.Games
} }
sumoStatePrevious = sumoState;
sumoState = SumoState.Stomp; sumoState = SumoState.Stomp;
StompRecursive(beat + 4, 2); StompRecursive(beat + 3, 1);
} }
private void StompRecursive(double beat, double remaining) private void StompRecursive(double beat, double remaining)
@ -279,11 +299,33 @@ namespace HeavenStudio.Games
return; 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>() BeatAction.New(instance, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { StompRecursive(beat + 2, remaining); }) 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>() BeatAction.New(instance, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat + 3, delegate { allowBopSumo = false; }), new BeatAction.Action(beat + 3, delegate { allowBopSumo = false; }),
new BeatAction.Action(beat + 3, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoSlapPrepare", 1f); }), new BeatAction.Action(beat + 3, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoSlapPrepare",0.5f); }),
new BeatAction.Action(beat + 3, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoSlapPrepare", 1f); }), 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 { sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlapPrepare", 0.5f); }),
new BeatAction.Action(beat + 3, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlapPrepare", 0.5f); }) new BeatAction.Action(beat + 3, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlapPrepare", 0.5f); })
}); });
@ -324,6 +366,7 @@ namespace HeavenStudio.Games
}, forcePlay: true); }, forcePlay: true);
} }
sumoStatePrevious = sumoState;
sumoState = SumoState.Slap; sumoState = SumoState.Slap;
SlapRecursive(beat + 4, 4); 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, 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 { allowBopInu = true; }),
new BeatAction.Action(beat + length - 0.001, delegate { allowBopSumo = 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) sumoBrotherP.DoScaledAnimationAsync("SumoBop", 0.5f); }),
new BeatAction.Action(beat + length, delegate { if (goBopSumo == true) sumoBrotherG.DoScaledAnimationAsync("SumoBop", 1f); }), 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", 1f); }) new BeatAction.Action(beat + length, delegate { if (goBopInu == true) inuSensei.DoScaledAnimationAsync("InuBop", 0.5f); })
}); });
} }
public void LookAtCamera(double beat, float length, bool lookatcam) public void LookAtCamera(double beat, float length, bool lookatcam)
{ {
if (sumoState == SumoState.Slap) {
BeatAction.New(instance, new List<BeatAction.Action>() { BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlapLook", 0.5f); }), new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlapLook", 0.5f); }),
new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlapLook", 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 { if (sumoState == SumoState.Slap) sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlapPrepare", 0.5f); }),
new BeatAction.Action(beat + length, delegate { print("lookun"); }) new BeatAction.Action(beat + length, delegate { print("lookun"); })
}); });
}
} }
@ -395,6 +439,7 @@ namespace HeavenStudio.Games
{ return; } { return; }
CueRunning(beat + 0); CueRunning(beat + 0);
sumoStatePrevious = sumoState;
sumoState = SumoState.Pose; sumoState = SumoState.Pose;
var cond = Conductor.instance; var cond = Conductor.instance;
@ -429,7 +474,7 @@ namespace HeavenStudio.Games
{ {
if (state >= 1f || state <= -1f) if (state >= 1f || state <= -1f)
{ {
SoundByte.PlayOneShotGame("nearmiss"); SoundByte.PlayOneShotGame("sumoBrothers/tink");
} }
else else
{ {
@ -451,7 +496,7 @@ namespace HeavenStudio.Games
{ {
if (state >= 1f || state <= -1f) if (state >= 1f || state <= -1f)
{ {
SoundByte.PlayOneShotGame("nearmiss"); SoundByte.PlayOneShotGame("sumoBrothers/tink");
} }
else else
@ -459,8 +504,8 @@ namespace HeavenStudio.Games
} }
SoundByte.PlayOneShotGame("sumoBrothers/slap"); SoundByte.PlayOneShotGame("sumoBrothers/slap");
sumoBrotherP.DoScaledAnimationAsync("SumoSlapFront", 1f); sumoBrotherP.DoScaledAnimationAsync("SumoSlapFront", 0.5f);
sumoBrotherG.DoScaledAnimationAsync("SumoSlapFront", 1f); sumoBrotherG.DoScaledAnimationAsync("SumoSlapFront", 0.5f);
@ -469,6 +514,8 @@ namespace HeavenStudio.Games
void SlapMiss(PlayerActionEvent caller) void SlapMiss(PlayerActionEvent caller)
{ {
SoundByte.PlayOneShotGame("sumoBrothers/miss"); 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) if (state >= 1f || state <= -1f)
{ {
SoundByte.PlayOneShotGame("nearmiss"); SoundByte.PlayOneShotGame("sumoBrothers/tink");
SoundByte.PlayOneShotGame("sumoBrothers/stomp"); sumoBrotherPHead.DoScaledAnimationAsync("SumoPStompBarely", 0.5f);
} }
else else
{ {
sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f);
} }
SoundByte.PlayOneShotGame("sumoBrothers/stomp"); SoundByte.PlayOneShotGame("sumoBrothers/stomp");
if (sumoStompDir)
{
sumoBrotherP.DoScaledAnimationAsync("SumoStompL", 0.5f);
} else {
sumoBrotherP.DoScaledAnimationAsync("SumoStompR", 0.5f);
}
} }