fix issues with karate man consecutive punch animations

new AnimationHelper methods specifically for working with states in other layers
This commit is contained in:
minenice55 2024-05-09 21:57:49 -04:00
parent c46fb5ce9e
commit 6c59c07574
3 changed files with 109 additions and 5 deletions

View file

@ -219,7 +219,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
private bool _lastPunchedHeavy = false;
public bool Punch(int forceHand = 0, bool touchCharge = false, bool punchedHeavy = false)
public bool Punch(int forceHand = 0, bool touchCharge = false, bool punchedHeavy = false, double wantBeat = double.MaxValue)
{
if (GameManager.instance.currentGame != "karateman") return false;
var cond = Conductor.instance;
@ -246,7 +246,8 @@ namespace HeavenStudio.Games.Scripts_KarateMan
noNuriJabTime = cond.songPositionInBeatsAsDouble;
break;
default:
if (cond.songPositionInBeatsAsDouble <= cond.GetBeatFromSongPos(lastPunchTime + Minigame.NgLateTime() - 1) + 0.25)
Debug.Log($"Punching with beat {wantBeat} and lastPunchTime {lastPunchTime}");
if (wantBeat <= cond.GetBeatFromSongPos(lastPunchTime + Minigame.NgLateTime() - 1) + 0.25)
{
lastPunchTime = double.MinValue;
anim.DoScaledAnimationAsync("Straight", 0.5f);
@ -254,7 +255,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
}
else
{
lastPunchTime = cond.songPositionAsDouble;
lastPunchTime = cond.GetSongPosFromBeat(wantBeat, true);
anim.DoScaledAnimationAsync("Jab", 0.5f);
}
break;

View file

@ -765,7 +765,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
var joe = KarateMan.instance.Joe;
if (state <= -1f || state >= 1f)
{
bool straight = joe.Punch(ItemPunchHand(), false, ItemPunchHand() == 2);
bool straight = joe.Punch(ItemPunchHand(), false, ItemPunchHand() == 2, caller.startBeat + caller.timer);
startBeat = Conductor.instance.unswungSongPositionInBeatsAsDouble;
CurrentCurve = ItemCurves[6];
curveTargetBeat = 1f;
@ -798,7 +798,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
return;
}
}
bool straight = joe.Punch(ItemPunchHand(), false, ItemPunchHand() == 2);
bool straight = joe.Punch(ItemPunchHand(), false, ItemPunchHand() == 2, caller.startBeat + caller.timer);
DoHitExpression(startBeat + 1f);
ItemHitEffect(straight);
status = FlyStatus.Hit;

View file

@ -11,6 +11,14 @@ namespace HeavenStudio.Util
var stateInfo = anim.GetCurrentAnimatorStateInfo(0);
return (stateInfo.normalizedTime >= stateInfo.speed || stateInfo.loop) && !anim.IsInTransition(0);
}
public static bool IsAnimationNotPlaying(this Animator anim, int layer)
{
if (anim == null) return true;
var stateInfo = anim.GetCurrentAnimatorStateInfo(layer);
return (stateInfo.normalizedTime >= stateInfo.speed || stateInfo.loop) && !anim.IsInTransition(layer);
}
/// <summary>
/// Returns true if animName is currently playing on animator
/// </summary>
@ -24,6 +32,19 @@ namespace HeavenStudio.Util
return (stateInfo.normalizedTime < stateInfo.speed || stateInfo.loop) && isPlaying;
}
/// <summary>
/// Returns true if animName is currently playing on animator on a specific layer
/// </summary>
/// <param name="anim">Animator to check</param>
/// <param name="animNames">name(s) of animation to look out for</param>
public static bool IsPlayingAnimationNames(this Animator anim, int layer, params string[] animNames)
{
if (anim == null) return false;
var stateInfo = anim.GetCurrentAnimatorStateInfo(layer);
var isPlaying = Array.Exists(animNames, animName => stateInfo.IsName(animName));
return (stateInfo.normalizedTime < stateInfo.speed || stateInfo.loop) && isPlaying;
}
/// <summary>
/// Sets animator's progress on an animation based on current song beat between startTime and length
/// function must be called in actor's Update loop to update properly
@ -43,6 +64,27 @@ namespace HeavenStudio.Util
anim.speed = 1f; //not 0 so these can still play their script events
}
/// <summary>
/// Sets animator's progress on a state based on current song beat between startTime and length
/// function must be called in actor's Update loop to update properly
/// also sets the speed of the state 1x speed
/// Animator must have a float parameter named "{state}_Speed" for this to work, and have the state's speed multiplier mapped to that parameter in the state tree
/// </summary>
/// <param name="anim">Animator to update</param>
/// <param name="state">name of animation to play</param>
/// <param name="startTime">reference start time of animation (progress 0.0)</param>
/// <param name="length">duration of animation (progress 1.0)</param>
/// <param name="timeScale">multiplier for animation progress (smaller values make animation slower)</param>
/// <param name="animLayer">animator layer to play animation on</param>
public static void DoScaledState(this Animator anim, string state, double startTime, double length = 1, float timeScale = 1f, int animLayer = -1, bool clamp = false, bool ignoreSwing = true)
{
if (anim == null) return;
float pos = Conductor.instance.GetPositionFromBeat(startTime, length, ignoreSwing: ignoreSwing) * timeScale;
if (clamp) pos = Mathf.Clamp01(pos);
anim.Play(state, animLayer, pos);
anim.SetFloat($"{state}_Speed", 1);
}
/// <summary>
/// Sets animator progress on an animation according to pos
/// </summary>
@ -85,6 +127,36 @@ namespace HeavenStudio.Util
anim.DoScaledAnimationAsync(animName, timeScale, pos, animLayer);
}
/// <summary>
/// Sets the speed of an animation state on an animator, scaled to the BPM, then plays it
/// Animator must have a float parameter named "{state}Speed" for this to work, and have the state's speed multiplier mapped to that parameter in the state tree
/// </summary>
/// <param name="anim">Animator to play animation on</param>
/// <param name="state">name of animation to play</param>
/// <param name="timeScale">multiplier for animation speed</param>
/// <param name="startBeat">beat that this animation would start on</param>
/// <param name="animLayer">animator layer to play animation on</param>
public static void DoScaledStateFromBeatAsync(this Animator anim, string animName, float timeScale = 1f, double startBeat = 0, int animLayer = -1)
{
if (anim == null) return;
float pos = 0;
if (!double.IsNaN(startBeat)) {
var cond = Conductor.instance;
var animClip = Array.Find(anim.runtimeAnimatorController.animationClips, x => x.name == animName);
if (animClip == null) {
Debug.LogError("Animation clip " + animName + " not found!");
return;
}
double animLength = cond.SecsToBeats(animClip.length, cond.GetBpmAtBeat(startBeat));
pos = cond.GetPositionFromBeat(startBeat, animLength) * timeScale;
} else {
Debug.LogWarning("DoScaledAnimationFromBeatAsync()'s startBeat was NaN; using DoScaledAnimationAsync() instead.");
}
anim.DoScaledStateAsync(animName, timeScale, pos, animLayer);
}
/// <summary>
/// Plays animation on animator, scaling speed to song BPM
/// call this function once, when playing an animation
@ -101,6 +173,21 @@ namespace HeavenStudio.Util
anim.speed = (1f / Conductor.instance.pitchedSecPerBeat) * timeScale;
}
/// <summary>
/// Sets the speed of an animation state on an animator, scaled to the BPM, then plays it
/// Animator must have a float parameter named "{state}Speed" for this to work, and have the state's speed multiplier mapped to that parameter in the state tree
/// </summary>
/// <param name="anim">Animator to play animation on</param>
/// <param name="state">name of animation to play</param>
/// <param name="timeScale">multiplier for animation speed</param>
/// <param name="startPos">starting progress of animation</param>
/// <param name="animLayer">animator layer to play animation on</param>
public static void DoScaledStateAsync(this Animator anim, string state, float timeScale = 1f, float startPos = 0f, int animLayer = -1)
{
if (anim == null) return;
anim.PlayStateAtSpeed(state, (1f / Conductor.instance.pitchedSecPerBeat) * timeScale, startPos, animLayer);
}
public static void SetScaledAnimationSpeed(this Animator anim, float timeScale = 0.5f)
{
if (anim == null) return;
@ -121,5 +208,21 @@ namespace HeavenStudio.Util
anim.Play(animName, animLayer, startPos);
anim.speed = 1f;
}
/// <summary>
/// Sets the speed of an animation state on an animator, then plays it
/// Animator must have a float parameter named "{state}_Speed" for this to work, and have the state's speed multiplier mapped to that parameter in the state tree
/// </summary>
/// <param name="anim">Animator to play animation on</param>
/// <param name="state">name of animation to play</param>
/// <param name="timeScale">multiplier for animation speed</param>
/// <param name="startPos">starting progress of animation</param>
/// <param name="animLayer">animator layer to play animation on</param>
public static void PlayStateAtSpeed(this Animator anim, string state, float timeScale = 1f, float startPos = 0f, int animLayer = -1)
{
if (anim == null) return;
anim.SetFloat($"{state}_Speed", timeScale);
anim.Play(state, animLayer, startPos);
}
}
}