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