Sumo Miss anims & more

Added the Slap/Stomp miss animations. Coded the ability to whiff inputs. Replaced all the SFX with Kievit-approved rips. Added the little slap impact effect for successful slap inputs. Getting ready to make stomps pretty. Fixed misc bugs.
This commit is contained in:
RaffyTaffy14 2024-02-12 17:09:08 -05:00
parent 7434790e31
commit 3d93844ee0
60 changed files with 16485 additions and 135 deletions

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@ -1,4 +1,5 @@
using HeavenStudio.Util; using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
@ -62,13 +63,13 @@ namespace HeavenStudio.Games.Loaders
priority = 3 priority = 3
}, },
new GameAction("endPose", "End Pose") new GameAction("endPose", "Finishing Pose")
{ {
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.EndPose(e.beat); }, function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.EndPose(e.beat, e["type"], e["bg"]); },
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("type", SumoBrothers.PoseType.Crouching, "Pose", "The pose that the Sumo Brothers will make."), new Param("type", new EntityTypes.Integer(1, 4, 1), "Pose Type", "The pose that the Sumo Brothers will make."),
new Param("bg", SumoBrothers.BGType.TheGreatWave, "Background", "The background that appears on a successful input.") new Param("bg", SumoBrothers.BGType.TheGreatWave, "Background Type", "The background that appears on a successful input.")
}, },
defaultLength = 5f, defaultLength = 5f,
priority = 2 priority = 2
@ -101,6 +102,7 @@ namespace HeavenStudio.Games
[SerializeField] Animator sumoBrotherG; [SerializeField] Animator sumoBrotherG;
[SerializeField] Animator sumoBrotherGHead; [SerializeField] Animator sumoBrotherGHead;
[SerializeField] Animator sumoBrotherPHead; [SerializeField] Animator sumoBrotherPHead;
[SerializeField] Animator impact;
[Header("Properties")] [Header("Properties")]
/*static List<queuedSumoInputs> queuedInputs = new List<queuedSumoInputs>(); /*static List<queuedSumoInputs> queuedInputs = new List<queuedSumoInputs>();
@ -127,6 +129,10 @@ namespace HeavenStudio.Games
private bool cueCurrentlyActive = false; private bool cueCurrentlyActive = false;
//private var stompInput;
const int IAAltDownCat = IAMAXCAT;
public static SumoBrothers instance; public static SumoBrothers instance;
public enum PoseType public enum PoseType
@ -139,8 +145,9 @@ namespace HeavenStudio.Games
public enum BGType public enum BGType
{ {
TheGreatWave, TheGreatWave = 0,
OtaniOniji OtaniOniji = 1,
None = 2
} }
private enum SumoState private enum SumoState
@ -153,6 +160,25 @@ namespace HeavenStudio.Games
private SumoState sumoState = SumoState.Idle; private SumoState sumoState = SumoState.Idle;
private SumoState sumoStatePrevious = SumoState.Idle; private SumoState sumoStatePrevious = SumoState.Idle;
protected static bool IA_PadAltPress(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
}
protected static bool IA_BatonAltPress(out double dt)
{
return PlayerInput.GetSqueezeDown(out dt);
}
protected static bool IA_TouchAltPress(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
&& instance.IsExpectingInputNow(InputAction_Alt);
}
public static PlayerInput.InputAction InputAction_Alt =
new("CtrSumouAlt", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
// Start is called before the first frame update // Start is called before the first frame update
void Awake() void Awake()
{ {
@ -177,6 +203,41 @@ namespace HeavenStudio.Games
{ {
var cond = Conductor.instance; var cond = Conductor.instance;
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
{
// Slap whiffs
if (sumoStatePrevious == SumoState.Slap || sumoStatePrevious == SumoState.Idle)
{
SoundByte.PlayOneShotGame("sumoBrothers/whiff");
if (lookingAtCamera) {
sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlapLook");
} else {
sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlap");
}
if (sumoSlapDir == 2) {
sumoBrotherP.DoScaledAnimationAsync("SumoSlapToStomp", 0.5f);
} else if (sumoSlapDir == 1) {
sumoBrotherP.DoScaledAnimationAsync("SumoSlapFront", 0.5f);
} else {
sumoBrotherP.DoScaledAnimationAsync("SumoSlapBack", 0.5f);
}
}
// Stomp whiffs
if (sumoStatePrevious == SumoState.Stomp && !sumoBrotherP.IsPlayingAnimationNames("SumoStompMiss"))
{
SoundByte.PlayOneShotGame("sumoBrothers/miss");
inuSensei.DoScaledAnimationAsync("InuFloatMiss", 0.5f);
sumoBrotherP.DoScaledAnimationAsync("SumoStompMiss", 0.5f);
sumoBrotherPHead.DoScaledAnimationAsync("SumoPMiss");
}
}
} }
public override void OnLateBeatPulse(double beat) public override void OnLateBeatPulse(double beat)
@ -201,7 +262,7 @@ namespace HeavenStudio.Games
sumoBrotherP.DoScaledAnimationAsync("SumoBop", 0.5f); sumoBrotherP.DoScaledAnimationAsync("SumoBop", 0.5f);
sumoBrotherG.DoScaledAnimationAsync("SumoBop", 0.5f); sumoBrotherG.DoScaledAnimationAsync("SumoBop", 0.5f);
sumoBrotherGHead.DoScaledAnimationAsync("SumoGIdle", 0.5f); sumoBrotherGHead.DoScaledAnimationAsync("SumoGIdle", 0.5f);
sumoBrotherPHead.DoScaledAnimationAsync("SumoGIdle", 0.5f); sumoBrotherPHead.DoScaledAnimationAsync("SumoPIdle", 0.5f);
} }
else else
{ {
@ -234,7 +295,9 @@ namespace HeavenStudio.Games
{ {
sumoBrotherP.DoScaledAnimationAsync("SumoBop", 0.5f); sumoBrotherP.DoScaledAnimationAsync("SumoBop", 0.5f);
sumoBrotherG.DoScaledAnimationAsync("SumoBop", 0.5f); sumoBrotherG.DoScaledAnimationAsync("SumoBop", 0.5f);
sumoBrotherPHead.DoScaledAnimationAsync("SumoPIdle", 0.5f);
sumoBrotherGHead.DoScaledAnimationAsync("SumoGIdle", 0.5f); sumoBrotherGHead.DoScaledAnimationAsync("SumoGIdle", 0.5f);
} }
})); }));
} }
@ -292,6 +355,7 @@ namespace HeavenStudio.Games
} }
StompRecursive(beat + 3, 1, firstStomp); StompRecursive(beat + 3, 1, firstStomp);
} }
private void StompRecursive(double beat, double remaining, bool firstStomp) private void StompRecursive(double beat, double remaining, bool firstStomp)
@ -304,40 +368,48 @@ namespace HeavenStudio.Games
if (firstStomp) { // Stomp Animation - Transition from Slapping to Stomping if (firstStomp) { // Stomp Animation - Transition from Slapping to Stomping
BeatAction.New(instance, new List<BeatAction.Action>() BeatAction.New(instance, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat + 1, delegate { sumoStatePrevious = SumoState.Stomp; }),
new BeatAction.Action(beat + 1, delegate { lookingAtCamera = false; }), new BeatAction.Action(beat + 1, delegate { lookingAtCamera = false; }),
new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompL", 0.5f); }), new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompL", 0.5f); }),
new BeatAction.Action(beat + 1, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }), new BeatAction.Action(beat + 1, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }),
new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} }) new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} })
}); });
} else if (sumoStompDir) { // Stomp Animation - Left Stomp } else if (sumoStompDir) { // Stomp Animation - Left Stomp
BeatAction.New(instance, new List<BeatAction.Action>() BeatAction.New(instance, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { sumoStatePrevious = SumoState.Stomp; }),
new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }), new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }),
new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompPrepareR", 0.5f); }), new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompPrepareR", 0.5f); }),
new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f); }), new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f); }),
new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }), new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }),
new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompR", 0.5f); }), new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompR", 0.5f); }),
new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} }) new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} })
}); });
} else { // Stomp Animation - Right Stomp } else { // Stomp Animation - Right Stomp
BeatAction.New(instance, new List<BeatAction.Action>() BeatAction.New(instance, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { sumoStatePrevious = SumoState.Stomp; }),
new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoStompPrepareR", 0.5f); }), new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoStompPrepareR", 0.5f); }),
new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }), new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }),
new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f); }), new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f); }),
new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }), new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }),
new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompL", 0.5f); }), new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompL", 0.5f); }),
new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} }) new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} })
}); });
} }
ScheduleInput(beat , 1, InputAction_BasicPress, StompHit, StompMiss, Nothing); var stompInput = 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, false); }) new BeatAction.Action(beat, delegate { StompRecursive(beat + 2, remaining, false); })
}); });
stompInput.IsHittable = () => {
return !sumoBrotherP.IsPlayingAnimationNames("SumoStompMiss");
};
if (sumoStompDir) { sumoStompDir = false;} if (sumoStompDir) { sumoStompDir = false;}
else else
{ sumoStompDir = true;} { sumoStompDir = true;}
@ -390,6 +462,11 @@ namespace HeavenStudio.Games
sumoState = SumoState.Slap; sumoState = SumoState.Slap;
SlapRecursive(beat + 4, 4); SlapRecursive(beat + 4, 4);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 4, delegate { sumoStatePrevious = sumoState; })
});
} }
private void SlapRecursive(double beat, double remaining) private void SlapRecursive(double beat, double remaining)
@ -407,32 +484,26 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat, delegate { SlapRecursive(beat + 1, remaining); }) new BeatAction.Action(beat, delegate { SlapRecursive(beat + 1, remaining); })
}); });
if (sumoSlapDir == 1) { sumoSlapDir = 0;}
else if (sumoSlapDir == 0) { sumoSlapDir = 1;}
print("the sumo slap direction:" + sumoSlapDir); print("the sumo slap direction:" + sumoSlapDir);
} }
public void Crouch(double beat, float length, bool inu, bool sumo) public void Crouch(double beat, float length, bool inu, bool sumo)
{ {
if (inu) if (sumoState == SumoState.Idle) {
{
allowBopInu = false; if (inu) { allowBopInu = false; inuSensei.DoScaledAnimationAsync("InuCrouch", 0.5f); }
} if (sumo) { sumoBrotherP.DoScaledAnimationAsync("SumoCrouch", 0.5f); sumoBrotherG.DoScaledAnimationAsync("SumoCrouch", 0.5f);
if (sumo) allowBopSumo = false;}
{
allowBopSumo = false;
} }
BeatAction.New(instance, new List<BeatAction.Action>() { BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(beat, delegate { if (inu == true) inuSensei.DoScaledAnimationAsync("InuCrouch", 0.5f); }), new BeatAction.Action(beat + length, delegate { if (sumoState == SumoState.Idle) allowBopInu = true; }),
new BeatAction.Action(beat, delegate { if (sumo == true) sumoBrotherP.DoScaledAnimationAsync("SumoCrouch", 0.5f); }), new BeatAction.Action(beat + length, delegate { if (sumoState == SumoState.Idle) allowBopSumo = true; }),
new BeatAction.Action(beat, delegate { if (sumo == true) sumoBrotherG.DoScaledAnimationAsync("SumoCrouch", 0.5f); }), new BeatAction.Action(beat + length, delegate { if (goBopSumo && sumoState == SumoState.Idle) sumoBrotherP.DoScaledAnimationAsync("SumoBop", 0.5f); }),
new BeatAction.Action(beat + length, delegate { allowBopInu = true; }), new BeatAction.Action(beat + length, delegate { if (goBopSumo && sumoState == SumoState.Idle) sumoBrotherG.DoScaledAnimationAsync("SumoBop", 0.5f); }),
new BeatAction.Action(beat + length, delegate { allowBopSumo = true; }), new BeatAction.Action(beat + length, delegate { if (goBopInu && sumoState == SumoState.Idle) inuSensei.DoScaledAnimationAsync("InuBop", 0.5f); })
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); })
}); });
} }
@ -454,7 +525,7 @@ namespace HeavenStudio.Games
} }
public void EndPose(double beat) public void EndPose(double beat, int poseType, int backgroundType)
{ {
if (cueCurrentlyActive) if (cueCurrentlyActive)
{ return; } { return; }
@ -465,7 +536,7 @@ namespace HeavenStudio.Games
var cond = Conductor.instance; var cond = Conductor.instance;
ScheduleInput(beat, 4f, InputAction_FlickPress, PoseHit, PoseMiss, Nothing); ScheduleInput(beat, 4f, InputAction_Alt, PoseHit, PoseMiss, Nothing);
var tweet = SoundByte.PlayOneShotGame("sumoBrothers/posesignal", -1, 1f, 1f, true); var tweet = SoundByte.PlayOneShotGame("sumoBrothers/posesignal", -1, 1f, 1f, true);
tweet.SetLoopParams(beat + 3, 0.05f); tweet.SetLoopParams(beat + 3, 0.05f);
@ -476,7 +547,8 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat + 3, delegate { allowBopInu = true; }), new BeatAction.Action(beat + 3, delegate { allowBopInu = true; }),
new BeatAction.Action(beat + 3, delegate { inuSensei.DoScaledAnimationAsync("InuIdle", 0.5f);; }), new BeatAction.Action(beat + 3, delegate { inuSensei.DoScaledAnimationAsync("InuIdle", 0.5f);; }),
new BeatAction.Action(beat + 3, delegate { if (goBopInu == true) inuSensei.DoScaledAnimationAsync("InuBop", 0.5f); }), new BeatAction.Action(beat + 3, delegate { if (goBopInu == true) inuSensei.DoScaledAnimationAsync("InuBop", 0.5f); }),
new BeatAction.Action(beat + 5, delegate { allowBopSumo = true; }) new BeatAction.Action(beat + 4, delegate { sumoStatePrevious = sumoState; }),
new BeatAction.Action(beat + 5, delegate { allowBopSumo = true; }),
}); });
} }
@ -536,7 +608,12 @@ namespace HeavenStudio.Games
} }
} }
if (sumoSlapDir == 1) { sumoSlapDir = 0;}
else if (sumoSlapDir == 0) { sumoSlapDir = 1;}
SoundByte.PlayOneShotGame("sumoBrothers/slap"); SoundByte.PlayOneShotGame("sumoBrothers/slap");
impact.DoScaledAnimationAsync("impact", 0.5f);
if (sumoSlapDir == 2) { if (sumoSlapDir == 2) {
sumoBrotherP.DoScaledAnimationAsync("SumoSlapToStomp", 0.5f); sumoBrotherP.DoScaledAnimationAsync("SumoSlapToStomp", 0.5f);
@ -554,6 +631,10 @@ namespace HeavenStudio.Games
void SlapMiss(PlayerActionEvent caller) void SlapMiss(PlayerActionEvent caller)
{ {
if (sumoSlapDir == 1) { sumoSlapDir = 0;}
else if (sumoSlapDir == 0) { sumoSlapDir = 1;}
SoundByte.PlayOneShotGame("sumoBrothers/miss"); SoundByte.PlayOneShotGame("sumoBrothers/miss");
if (sumoSlapDir == 2) { if (sumoSlapDir == 2) {
sumoBrotherG.DoScaledAnimationAsync("SumoSlapToStomp", 0.5f); sumoBrotherG.DoScaledAnimationAsync("SumoSlapToStomp", 0.5f);
@ -562,7 +643,9 @@ namespace HeavenStudio.Games
} else { } else {
sumoBrotherG.DoScaledAnimationAsync("SumoSlapBack", 0.5f); sumoBrotherG.DoScaledAnimationAsync("SumoSlapBack", 0.5f);
} }
sumoBrotherP.DoScaledAnimationAsync("SumoBop", 0.5f); // temp miss animation until i get real one done
sumoBrotherP.DoScaledAnimationAsync("SumoSlapMiss", 0.5f);
sumoBrotherPHead.DoScaledAnimationAsync("SumoPMiss");
if (sumoState == SumoState.Slap) { if (sumoState == SumoState.Slap) {
inuSensei.DoScaledAnimationAsync("InuBopMiss", 0.5f); inuSensei.DoScaledAnimationAsync("InuBopMiss", 0.5f);
@ -591,17 +674,30 @@ namespace HeavenStudio.Games
sumoBrotherP.DoScaledAnimationAsync("SumoStompR", 0.5f); sumoBrotherP.DoScaledAnimationAsync("SumoStompR", 0.5f);
} }
/*BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(beat, delegate { allowBopInu = false; }),
new BeatAction.Action(beat, delegate { inuSensei.DoScaledAnimationAsync("InuAlarm", 0.5f); }),
new BeatAction.Action(beat + 3, delegate { allowBopInu = true; }),
new BeatAction.Action(beat + 3, delegate { inuSensei.DoScaledAnimationAsync("InuIdle", 0.5f);; }),
new BeatAction.Action(beat + 3, delegate { if (goBopInu == true) inuSensei.DoScaledAnimationAsync("InuBop", 0.5f); }),
new BeatAction.Action(beat + 5, delegate { allowBopSumo = true; })
});*/
} }
void StompMiss(PlayerActionEvent caller) void StompMiss(PlayerActionEvent caller)
{
if (!sumoBrotherP.IsPlayingAnimationNames("SumoStompMiss"))
{ {
SoundByte.PlayOneShotGame("sumoBrothers/miss"); SoundByte.PlayOneShotGame("sumoBrothers/miss");
inuSensei.DoScaledAnimationAsync("InuFloatMiss", 0.5f); inuSensei.DoScaledAnimationAsync("InuFloatMiss", 0.5f);
sumoBrotherP.DoScaledAnimationAsync("SumoBop", 0.5f); // temp miss animation until i get real one done sumoBrotherP.DoScaledAnimationAsync("SumoStompMiss", 0.5f);
sumoBrotherPHead.DoScaledAnimationAsync("SumoPMiss");
}
} }