Sumo Brothers Bug Fixes + More Customizability (#878)

* Bug Fixes + Recolorable BG

Fixed various bugs involving cueing in a Slap/Stomp from another game.
Also added a fully recolorable background using stolen code that I borrowed from Clap Trap.

* Force Slap / Stomp Event

Added a new event that allows you to play a slap/stomp input at any time with a bunch of customizability.
Changed the "Alternate Background" toggle for the Finishing Pose to persist across game switches.

* aisonaopisnfbe

kil da cod
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RaffyTaffy14 2024-04-18 23:11:36 -04:00 committed by GitHub
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12 changed files with 1356 additions and 43 deletions

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@ -30,6 +30,7 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using UnityEngine; using UnityEngine;
using DG.Tweening;
namespace HeavenStudio.Games.Loaders namespace HeavenStudio.Games.Loaders
{ {
@ -77,7 +78,7 @@ namespace HeavenStudio.Games.Loaders
new Param("direction", SumoBrothers.StompDirection.Automatic, "Stomp Direction", "Which direction the Sumo Brothers will begin stomping in."), new Param("direction", SumoBrothers.StompDirection.Automatic, "Stomp Direction", "Which direction the Sumo Brothers will begin stomping in."),
}, },
inactiveFunction = delegate { var e = eventCaller.currentEntity; if (!e["mute"]) { SumoBrothers.StompSignalSound(e.beat);} }, inactiveFunction = delegate { var e = eventCaller.currentEntity; if (!e["mute"]) { SumoBrothers.StompSignalSound(e.beat);} },
defaultLength = 4f, defaultLength = 4f,
priority = 4 priority = 4
}, },
@ -106,7 +107,7 @@ namespace HeavenStudio.Games.Loaders
new Param.CollapseParam((x, _) => (int)x == (int)SumoBrothers.PoseType.Finale, new string[] { "throw" }) new Param.CollapseParam((x, _) => (int)x == (int)SumoBrothers.PoseType.Finale, new string[] { "throw" })
}), }),
new Param("throw", true, "Throw Glasses", "If the Blue Sumo Brother will throw his glasses on a successful input."), new Param("throw", true, "Throw Glasses", "If the Blue Sumo Brother will throw his glasses on a successful input."),
new Param("alternate", true, "Alternate Background", "Alternates between which of the backgrounds appear on a successful input.", new List<Param.CollapseParam>() new Param("alternate", true, "Alternate Background", "Alternates between which of the backgrounds appear on a successful input. Persists between game switches.", new List<Param.CollapseParam>()
{ {
new Param.CollapseParam((x, _) => !(bool)x, new string[] { "bg" }) new Param.CollapseParam((x, _) => !(bool)x, new string[] { "bg" })
}), }),
@ -117,6 +118,22 @@ namespace HeavenStudio.Games.Loaders
priority = 2 priority = 2
}, },
new GameAction("background color", "Background Appearance")
{
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.BackgroundColor(e.beat, e.length, e["colorFrom"], e["colorTo"], e["colorFrom2"], e["colorTo2"], e["ease"]); },
defaultLength = 0.5f,
resizable = true,
parameters = new List<Param>()
{
new Param("colorFrom", SumoBrothers.defaultBgTopColor, "Color A Start", "Set the top-most color of the background gradient at the start of the event."),
new Param("colorTo", SumoBrothers.defaultBgTopColor, "Color A End", "Set the top-most color of the background gradient at the end of the event."),
new Param("colorFrom2", SumoBrothers.defaultBgBtmColor, "Color B Start", "Set the bottom-most color of the background gradient at the start of the event."),
new Param("colorTo2", SumoBrothers.defaultBgBtmColor, "Color B End", "Set the bottom-most color of the background gradient at the end of the event."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
},
},
new GameAction("look", "Look at Camera") new GameAction("look", "Look at Camera")
{ {
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.LookAtCamera(e.beat, e.length); }, function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.LookAtCamera(e.beat, e.length); },
@ -128,10 +145,42 @@ namespace HeavenStudio.Games.Loaders
resizable = true resizable = true
}, },
new GameAction("forceinput", "Force Slapping / Stomping")
{
preFunction = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.ForceInputs(e.beat, e.length, e["type"], e["direction"], e["center"], e["switch"], e["prepare"]); },
parameters = new List<Param>()
{
new Param("type", SumoBrothers.ForceInputType.Slap, "Input Type", "Will the Sumo Brothers Slap or Stomp?", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (int)x == (int)SumoBrothers.ForceInputType.Slap, new string[] { "switch" }),
new Param.CollapseParam((x, _) => (int)x == (int)SumoBrothers.ForceInputType.Stomp, new string[] { "direction", "center" })
}),
new Param("direction", SumoBrothers.StompDirection.Automatic, "Stomp Direction", "Which direction the Sumo Brothers will begin stomping in."),
new Param("center", false, "Center Stomp", "The Sumo Brothers' first stomp will be toward the middle before resuming the direction selected above. Has no ready animation."),
new Param("switch", false, "Transition to Stomp", "The Sumo Brothers will play an alternate slap animation to signify transitioning into a stomp for the last slap."),
new Param("prepare", true, "Prepare Animation", "If the Sumo Brothers shall play the starting prepare animation."),
},
defaultLength = 1f,
resizable = true,
preFunctionLength = 1,
},
/*new GameAction("inusoundslol", "Inu Sounds (Only here because I can't build the damn asset bundles without everything breaking)")
{
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.InuSoundsLol(e.beat, e["type"]); },
parameters = new List<Param>()
{
new Param("type", new EntityTypes.Integer(0, 1, 0), "sound", "i am so desperate to get my showcase thingy out lol."),
},
defaultLength = 1.69f,
},*/
}, },
new List<string>() { "ctr", "keep" }, // Sumo asset bundles are really bugged for some reason, having almost all the head animations break
//new List<string>() { "ctr", "keep" },
//"ctrsumou", "en", //"ctrsumou", "en",
//new List<string>() { }, new List<string>() { },
chronologicalSortKey: 31 chronologicalSortKey: 31
); );
} }
@ -143,6 +192,26 @@ namespace HeavenStudio.Games
// using Scripts_SumoBrothers; // using Scripts_SumoBrothers;
public class SumoBrothers : Minigame public class SumoBrothers : Minigame
{ {
private static Color _defaultBgTopColor;
public static Color defaultBgTopColor
{
get
{
ColorUtility.TryParseHtmlString("#FFFF02", out _defaultBgTopColor);
return _defaultBgTopColor;
}
}
private static Color _defaultBgBtmColor;
public static Color defaultBgBtmColor
{
get
{
ColorUtility.TryParseHtmlString("#FFFF73", out _defaultBgBtmColor);
return _defaultBgBtmColor;
}
}
[Header("Animators")] [Header("Animators")]
[SerializeField] Animator inuSensei; [SerializeField] Animator inuSensei;
[SerializeField] Animator sumoBrotherP; [SerializeField] Animator sumoBrotherP;
@ -155,6 +224,26 @@ namespace HeavenStudio.Games
[SerializeField] Animator bgMove; [SerializeField] Animator bgMove;
[SerializeField] Animator bgStatic; [SerializeField] Animator bgStatic;
[Header("Background Colors")]
public Material backgroundMaterial;
public SpriteRenderer bgTop;
public SpriteRenderer bgBtm;
// copypasted my stolen code from clap trap lmao
// i stole these from rhythm tweezers lol
private double colorStartBeat = -1;
private float colorLength = 0f;
private Color colorTopStart; //obviously put to the default color of the game
private Color colorBtmStart;
private Color colorTopEnd;
private Color colorBtmEnd;
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
Tween bgColorTween;
private SpriteRenderer backgroundTopColor;
private SpriteRenderer backgroundBtmColor;
[Header("Properties")] [Header("Properties")]
/*static List<queuedSumoInputs> queuedInputs = new List<queuedSumoInputs>(); /*static List<queuedSumoInputs> queuedInputs = new List<queuedSumoInputs>();
public struct queuedSumoInputs public struct queuedSumoInputs
@ -222,7 +311,7 @@ namespace HeavenStudio.Games
} }
private BGType bgType = BGType.None; private BGType bgType = BGType.None;
private BGType bgTypeNext = BGType.None; static public BGType bgTypeNext = BGType.None;
public enum StompDirection public enum StompDirection
{ {
@ -231,6 +320,14 @@ namespace HeavenStudio.Games
Right = 2, Right = 2,
} }
public enum ForceInputType
{
Stomp = 0,
Slap = 1,
//Pose? lolololololol
}
private enum SumoState private enum SumoState
{ {
Idle, Idle,
@ -278,7 +375,17 @@ namespace HeavenStudio.Games
var beat = Conductor.instance.songPositionInBeatsAsDouble; var beat = Conductor.instance.songPositionInBeatsAsDouble;
backgroundMaterial.SetColor("_ColorAlpha", defaultBgTopColor);
backgroundMaterial.SetColor("_ColorDelta", defaultBgBtmColor);
bgTop.color = defaultBgTopColor;
bgBtm.color = defaultBgBtmColor;
colorTopStart = defaultBgTopColor;
colorTopEnd = defaultBgTopColor;
colorBtmStart = defaultBgBtmColor;
colorBtmEnd = defaultBgBtmColor;
} }
void OnDestroy() void OnDestroy()
@ -330,10 +437,13 @@ namespace HeavenStudio.Games
} }
StompShake(); StompShake();
BackgroundColorUpdate();
} }
public override void OnGameSwitch(double beat) // stole code from manzai public override void OnGameSwitch(double beat) // stole code from manzai
{ {
FindNextGameswitchBeat(beat);
foreach(var entity in GameManager.instance.Beatmap.Entities) foreach(var entity in GameManager.instance.Beatmap.Entities)
{ {
if(entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine. if(entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine.
@ -345,15 +455,14 @@ namespace HeavenStudio.Games
continue; continue;
} }
bool isOnGameSwitchBeat = entity.beat == beat; bool isOnGameSwitchBeat = entity.beat == beat;
if(entity.datamodel == "sumoBrothers/stompSignal") {StompSignal(entity.beat, true, true, entity["look"], entity["StompDirection"]);} if(entity.datamodel == "sumoBrothers/stompSignal") {StompSignal(entity.beat, true, true, entity["look"], entity["direction"]);}
if(entity.datamodel == "sumoBrothers/slapSignal") {SlapSignal(entity.beat, true, true);} if(entity.datamodel == "sumoBrothers/slapSignal") {SlapSignal(entity.beat, true, true);}
} }
FindNextGameswitchBeat(beat);
} }
public override void OnPlay(double beat) public override void OnPlay(double beat)
{ {
bgTypeNext = BGType.None;
FindNextGameswitchBeat(beat); FindNextGameswitchBeat(beat);
} }
@ -485,6 +594,7 @@ namespace HeavenStudio.Games
int stompType = 1; int stompType = 1;
bool startingLeftAfterTransition = false; bool startingLeftAfterTransition = false;
bool prepareAnimation = true;
if (startingDirection == 1) if (startingDirection == 1)
{ {
@ -498,11 +608,14 @@ namespace HeavenStudio.Games
if (sumoStatePrevious == SumoState.Slap) { if (sumoStatePrevious == SumoState.Slap) {
stompType = 3; stompType = 3;
prepareAnimation = false;
} else if (sumoStatePrevious == SumoState.Pose) { } else if (sumoStatePrevious == SumoState.Pose) {
stompType = 4; stompType = 4;
prepareAnimation = false;
} }
StompRecursive(beat + 3, 1, stompType, startingLeftAfterTransition); StompRecursive(beat + 3, 1, stompType, startingLeftAfterTransition, false, prepareAnimation);
} }
@ -515,15 +628,25 @@ namespace HeavenStudio.Games
}, forcePlay: true); }, forcePlay: true);
} }
private void StompRecursive(double beat, double remaining, int type, bool startingLeftAfterTransition) private void StompRecursive(double beat, double remaining, int type, bool startingLeftAfterTransition, bool autoDecreaseRemaining, bool prepareAnimation)
{ {
if (sumoState != SumoState.Stomp) { remaining -= 1; } if (sumoState != SumoState.Stomp || autoDecreaseRemaining) { remaining -= 1; }
if (beat >= nextGameswitchBeat - 1) { remaining = 0; } if (beat >= nextGameswitchBeat - 1) { remaining = 0; }
if (remaining <= 0) { return; } if (remaining <= 0) { return; }
if (type == 3) { // Stomp Animation - Transition from Slapping to Stomping if (type == 3) { // Stomp Animation - Transition from Slapping to Stomping
if (prepareAnimation)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { sumoBrotherP.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 { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }),
});
}
BeatAction.New(instance, new List<BeatAction.Action>() BeatAction.New(instance, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { sumoStompDir = true; }), new BeatAction.Action(beat, delegate { sumoStompDir = true; }),
@ -550,38 +673,53 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {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 (type == 1) { // Stomp Animation - Left Stomp } else if (type == 1) { // Stomp Animation - Left Stomp
if (prepareAnimation)
{
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, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f); }),
new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }),
});
}
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 { sumoStatePrevious = SumoState.Stomp; }),
new BeatAction.Action(beat, delegate { sumoStompDir = true; }), new BeatAction.Action(beat, delegate { sumoStompDir = true; }),
new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }), new BeatAction.Action(beat + 1, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 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 { 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.IsPlayingAnimationNames("InuFloatMiss")) {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 (type == 2) { // Stomp Animation - Right Stomp } else if (type == 2) { // Stomp Animation - Right Stomp
if (prepareAnimation)
{
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, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f); }),
new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }),
});
}
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 { sumoStatePrevious = SumoState.Stomp; }),
new BeatAction.Action(beat, delegate { sumoStompDir = false; }), new BeatAction.Action(beat, delegate { sumoStompDir = false; }),
new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoStompPrepareR", 0.5f); }), new BeatAction.Action(beat + 1, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 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 { 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.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} }) new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} })
}); });
} }
if (type == 2 || startingLeftAfterTransition == true) {type = 1;} else { type = 2; } if (type == 2) {type = 1;} else { type = 2; }
if (startingLeftAfterTransition && type == 3) {type = 1;}
var stompInput = 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, type, false); }) new BeatAction.Action(beat, delegate { StompRecursive(beat + 2, remaining, type, false, autoDecreaseRemaining, true); })
}); });
stompInput.IsHittable = () => { stompInput.IsHittable = () => {
@ -638,7 +776,7 @@ namespace HeavenStudio.Games
sumoStatePrevious = sumoState; sumoStatePrevious = sumoState;
sumoState = SumoState.Slap; sumoState = SumoState.Slap;
SlapRecursive(beat + 4, 4); SlapRecursive(beat + 4, 4, false, false);
BeatAction.New(instance, new List<BeatAction.Action>() BeatAction.New(instance, new List<BeatAction.Action>()
{ {
@ -658,25 +796,28 @@ namespace HeavenStudio.Games
}, forcePlay: true); }, forcePlay: true);
} }
private void SlapRecursive(double beat, double remaining) private void SlapRecursive(double beat, double remaining, bool autoDecreaseRemaining, bool slapSwitch)
{ {
if (sumoState != SumoState.Slap) {remaining -= 1; } if (sumoState != SumoState.Slap || autoDecreaseRemaining) {remaining -= 1; }
if (remaining <= 0) { return; } if (remaining <= 0) { return; }
if (remaining == 1 && sumoState == SumoState.Stomp) { if (remaining <= 1) {
BeatAction.New(instance, new List<BeatAction.Action>() if (sumoState == SumoState.Stomp || slapSwitch)
{ {
new BeatAction.Action(beat - 0.5, delegate { sumoSlapDir = 2; }) BeatAction.New(instance, new List<BeatAction.Action>()
}); {
new BeatAction.Action(beat - 0.5, delegate { sumoSlapDir = 2; })
});
} }
}
ScheduleInput(beat - 1, 1, InputAction_BasicPress, SlapHit, SlapMiss, Nothing); ScheduleInput(beat - 1, 1, InputAction_BasicPress, SlapHit, SlapMiss, Nothing);
if (beat >= nextGameswitchBeat - 1) { remaining = 0; } if (beat >= nextGameswitchBeat - 1) { remaining = 0; }
BeatAction.New(instance, new List<BeatAction.Action>() BeatAction.New(instance, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { SlapRecursive(beat + 1, remaining); }) new BeatAction.Action(beat, delegate { SlapRecursive(beat + 1, remaining, autoDecreaseRemaining, slapSwitch); })
}); });
@ -1067,6 +1208,101 @@ namespace HeavenStudio.Games
camera.position = new Vector3(newPosX, 0, 0); camera.position = new Vector3(newPosX, 0, 0);
//print("cX: " + cameraX + " cXN: " + cameraXNew + "nPX: " + newPosX + "sSL: " + stompShakeLength); //print("cX: " + cameraX + " cXN: " + cameraXNew + "nPX: " + newPosX + "sSL: " + stompShakeLength);
//print("cX: " + cameraX + " cXN: " + cameraXNew + " jSB: " + justStompBeat + " sST: " + stompShakeTimings + " sSV: " + stompShakeValues); //print("cX: " + cameraX + " cXN: " + cameraXNew + " jSB: " + justStompBeat + " sST: " + stompShakeTimings + " sSV: " + stompShakeValues);
} else {
camera.position = new Vector3(0, 0, 0);
}
}
public void BackgroundColor(double beat, float length, Color startTop, Color endTop, Color startBtm, Color endBtm, int ease)
{
colorStartBeat = beat;
colorLength = length;
colorTopStart = startTop;
colorTopEnd = endTop;
colorBtmStart = startBtm;
colorBtmEnd = endBtm;
colorEase = (Util.EasingFunction.Ease)ease;
}
// more stolen code that i took from clap trap lmao
private void BackgroundColorUpdate() // stolen from tweezers too lol
{
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
var func = Util.EasingFunction.GetEasingFunction(colorEase);
float newRT = func(colorTopStart.r, colorTopEnd.r, normalizedBeat);
float newGT = func(colorTopStart.g, colorTopEnd.g, normalizedBeat);
float newBT = func(colorTopStart.b, colorTopEnd.b, normalizedBeat);
float newRB = func(colorBtmStart.r, colorBtmEnd.r, normalizedBeat);
float newGB = func(colorBtmStart.g, colorBtmEnd.g, normalizedBeat);
float newBB = func(colorBtmStart.b, colorBtmEnd.b, normalizedBeat);
bgTop.color = new Color(newRT, newGT, newBT);
bgBtm.color = new Color(newRB, newGB, newBB);
backgroundMaterial.SetColor("_ColorAlpha", new Color(newRT, newGT, newBT));
backgroundMaterial.SetColor("_ColorDelta", new Color(newRB, newGB, newBB));
}
public void ForceInputs(double beat, float length, int forceInputType, int startingDirection, bool startCenter, bool slapSwitch, bool prepareAnimation)
{
if (forceInputType == 0)
{
int stompType = 1;
bool startingLeftAfterTransition = false;
if (startingDirection == 1)
{
startingLeftAfterTransition = true;
}
if (startingDirection == 2)
{
stompType = 2;
}
if (startCenter)
{
stompType = 3;
}
var stompAmount = (length + 1) / 2;
StompRecursive(beat - 1, stompAmount + 1, stompType, startingLeftAfterTransition, true, prepareAnimation);
} else if (forceInputType == 1) {
var slapAmount = length + 1;
sumoSlapDir = 0;
SlapRecursive(beat, slapAmount, true, slapSwitch);
if (prepareAnimation)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 1, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoSlapPrepare",0.5f); }),
new BeatAction.Action(beat - 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoSlapPrepare",0.5f); }),
new BeatAction.Action(beat - 1, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlap", 0.5f); }),
new BeatAction.Action(beat - 1, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlap", 0.5f); })
});
}
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { sumoStatePrevious = SumoState.Slap; })
});
}
}
public void InuSoundsLol(double beat, int sound)
{
if (sound == 0)
{
SoundByte.PlayOneShotGame("sumoBrothers/stompSignal");
} else if (sound == 1)
{
SoundByte.PlayOneShotGame("sumoBrothers/slapSignal");
} }
} }

View file

@ -131,5 +131,8 @@ MonoBehaviour:
- Assets/Scripts/Games/ChargingChicken/ChargingChicken.cs - Assets/Scripts/Games/ChargingChicken/ChargingChicken.cs
- Assets/Scripts/Games/Kitties/CtrTeppanPlayer.cs - Assets/Scripts/Games/Kitties/CtrTeppanPlayer.cs
- Assets/X-PostProcessing/Effects/PixelizeLed/PixelizeLed.cs - Assets/X-PostProcessing/Effects/PixelizeLed/PixelizeLed.cs
- Assets/Scripts/Games/Chameleon/Fly.cs
- Assets/Scripts/Games/BouncyRoad/BouncyRoad.cs
- Assets/Scripts/Games/Chameleon/Chameleon.cs
PathsToSkipImportEvent: [] PathsToSkipImportEvent: []
PathsToIgnoreOverwriteSettingOnAttribute: [] PathsToIgnoreOverwriteSettingOnAttribute: []