Slapping to Stomping Transition

Added the slapping animation for when the Bros transition from slapping to stomping as well as all the accompanying code to get it to function. Also tweaked the two other slapping animations to fix the interpolation of those speed lines.
This commit is contained in:
RaffyTaffy14 2024-02-09 23:44:15 -05:00
parent bc6b0f4cfe
commit a0578dc06a
27 changed files with 9875 additions and 175 deletions

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@ -119,7 +119,7 @@ namespace HeavenStudio.Games
private bool allowBopInu;
private bool sumoStompDir = false;
private bool sumoSlapDir = false;
private int sumoSlapDir = 0;
private double lastReportedBeat = 0f;
private bool cueCurrentlyActive = false;
@ -208,10 +208,7 @@ namespace HeavenStudio.Games
}
print("current sumo state:");
print(sumoState);
print("previous sumo state:");
print(sumoStatePrevious);
print("current sumo state: " + sumoState + " and previous sumo state: " + sumoStatePrevious);
}
public void Bop(double beat, float length, bool inu, bool sumo, bool inuAuto, bool sumoAuto)
@ -251,6 +248,7 @@ namespace HeavenStudio.Games
}
CueRunning(beat + 0);
sumoStompDir = true;
if (lookatcam && sumoState == SumoState.Slap) {
sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlapLook", 0.5f);
@ -260,9 +258,7 @@ namespace HeavenStudio.Games
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); })
new BeatAction.Action(beat + 3, delegate { allowBopSumo = false; })
});
if (mute == false)
@ -283,10 +279,17 @@ namespace HeavenStudio.Games
sumoStatePrevious = sumoState;
sumoState = SumoState.Stomp;
StompRecursive(beat + 3, 1);
var firstStomp = false;
if (sumoStatePrevious == SumoState.Slap) {
firstStomp = true;
}
StompRecursive(beat + 3, 1, firstStomp);
}
private void StompRecursive(double beat, double remaining)
private void StompRecursive(double beat, double remaining, bool firstStomp)
{
if (sumoState != SumoState.Stomp) {
@ -300,33 +303,43 @@ namespace HeavenStudio.Games
return;
}
if (sumoStompDir) {
BeatAction.New(instance, new List<BeatAction.Action>()
if (firstStomp) {
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompL", 0.5f); }),
new BeatAction.Action(beat + 1, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); })
});
} else 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, 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); })
});
} else {
BeatAction.New(instance, new List<BeatAction.Action>()
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); }),
new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompL", 0.5f); })
});
}
ScheduleInput(beat , 1, InputAction_BasicPress, StompHit, StompMiss, Nothing);
ScheduleInput(beat , 1, InputAction_BasicPress, StompHit, StompMiss, Nothing);
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, false); })
});
if (sumoStompDir) { sumoStompDir = false;}
else
{ sumoStompDir = true;}
print(sumoStompDir);
print("sumo stomp dir: " + sumoStompDir);
}
@ -339,6 +352,8 @@ namespace HeavenStudio.Games
CueRunning(beat + 0);
sumoSlapDir = 0;
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 3, delegate { allowBopSumo = false; }),
@ -382,6 +397,10 @@ namespace HeavenStudio.Games
}
if (remaining == 1) {
sumoSlapDir = 2;
}
if (remaining <= 0) {
return;
@ -393,10 +412,10 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat, delegate { SlapRecursive(beat + 1, remaining); })
});
if (sumoSlapDir) { sumoSlapDir = false;}
else
{ sumoSlapDir = true;}
print(sumoSlapDir);
if (sumoSlapDir == 1) { sumoSlapDir = 0;}
else if (sumoSlapDir == 0) { sumoSlapDir = 1;}
print("the sumo slap direction:" + sumoSlapDir);
}
public void Crouch(double beat, float length, bool inu, bool sumo)
@ -510,8 +529,10 @@ namespace HeavenStudio.Games
}
SoundByte.PlayOneShotGame("sumoBrothers/slap");
if (sumoSlapDir)
{
if (sumoSlapDir == 2) {
sumoBrotherP.DoScaledAnimationAsync("SumoSlapToStomp", 0.5f);
sumoBrotherG.DoScaledAnimationAsync("SumoSlapToStomp", 0.5f);
} else if (sumoSlapDir == 1) {
sumoBrotherP.DoScaledAnimationAsync("SumoSlapFront", 0.5f);
sumoBrotherG.DoScaledAnimationAsync("SumoSlapFront", 0.5f);
} else {
@ -525,7 +546,13 @@ namespace HeavenStudio.Games
void SlapMiss(PlayerActionEvent caller)
{
SoundByte.PlayOneShotGame("sumoBrothers/miss");
sumoBrotherG.DoScaledAnimationAsync("SumoSlapFront", 0.5f);
if (sumoSlapDir == 2) {
sumoBrotherG.DoScaledAnimationAsync("SumoSlapToStomp", 0.5f);
} else if (sumoSlapDir == 1) {
sumoBrotherG.DoScaledAnimationAsync("SumoSlapFront", 0.5f);
} else {
sumoBrotherG.DoScaledAnimationAsync("SumoSlapBack", 0.5f);
}
sumoBrotherP.DoScaledAnimationAsync("SumoBop", 0.5f); // temp miss animation until i get real one done