Bug Fixed + Tweaks + Finish

Fixed a bug where the game would end up cueing inputs that extended into other games. It wouldn't do anything until you went back to Sumo Brothers where all those extra cues would run the frame the game loaded.
Tweaked all the BG sliding in animations to be accurate to the original game.
I started implementing asset bundles, but for some reason actually using them breaks the Blue Sumo Bro's animations for *some* reason.
I forgot to include this in *one* of the previous change notes, but you can now change which direction the Bros start stomping in.
This commit is contained in:
RaffyTaffy14 2024-04-14 20:56:12 -04:00
parent fd9735721a
commit 93c7917d33
65 changed files with 103326 additions and 102744 deletions

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@ -186,6 +186,7 @@ namespace HeavenStudio.Games
private int sumoPoseType;
private string sumoPoseTypeCurrent = "1";
private int sumoPoseTypeNext;
private double nextGameswitchBeat = -1;
@ -274,6 +275,10 @@ namespace HeavenStudio.Games
sumoPoseType = 0;
sumoPoseTypeNext = 0;
var beat = Conductor.instance.songPositionInBeatsAsDouble;
}
void OnDestroy()
@ -344,7 +349,19 @@ namespace HeavenStudio.Games
if(entity.datamodel == "sumoBrothers/slapSignal") {SlapSignal(entity.beat, true, true);}
}
//SetEndBeat(beat);
FindNextGameswitchBeat(beat);
}
public override void OnPlay(double beat)
{
FindNextGameswitchBeat(beat);
}
private void FindNextGameswitchBeat(double beat)
{ // some of this code was made by astrl thanks
var nextGameswitch = gameManager.Beatmap.Entities.Find(e => e.beat > beat && e.datamodel != "gameManager/switchGame/sumoBrothers" && e.datamodel.Length >= "gameManager/switchGame".Length && e.datamodel[..("gameManager/switchGame".Length)] == "gameManager/switchGame");
if ( nextGameswitch != null) { nextGameswitchBeat = nextGameswitch.beat; } else { nextGameswitchBeat = double.MaxValue;}
//print(nextGameswitchBeat);
}
public override void OnLateBeatPulse(double beat)
@ -380,17 +397,6 @@ namespace HeavenStudio.Games
//print("sumo pose type: " + sumoPoseType);
}
/*private void SetEndBeat(double beat) // code stolen from crop stomp, slightly modified
{
var nextEnd = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" }).Find(e => e.beat > beat);
double nextEndBeat = nextEnd?.beat ?? double.MaxValue;
var firstEnd = GameManager.instance.Beatmap.Entities.Find(c => c.datamodel == "cropStomp/end" && c.beat >= beat && c.beat < nextEndBeat);
if (firstEnd != null) {
marchEndBeat = firstEnd.beat;
}
}*/
public void Bop(double beat, float length, bool inu, bool sumo, bool inuAuto, bool sumoAuto)
{
goBopInu = inuAuto;
@ -513,6 +519,7 @@ namespace HeavenStudio.Games
{
if (sumoState != SumoState.Stomp) { remaining -= 1; }
if (beat >= nextGameswitchBeat - 1) { remaining = 0; }
if (remaining <= 0) { return; }
@ -666,6 +673,7 @@ namespace HeavenStudio.Games
}
ScheduleInput(beat - 1, 1, InputAction_BasicPress, SlapHit, SlapMiss, Nothing);
if (beat >= nextGameswitchBeat - 1) { remaining = 0; }
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { SlapRecursive(beat + 1, remaining); })