Random Bug Fixes

Fixed random pose option, fixed an animation that accidentally left loop on, and added monologue. Getting ready for pr in a few days.
This commit is contained in:
RaffyTaffy14 2024-02-15 22:14:18 -05:00
parent 4d35c7ec8b
commit e6a62807de
9 changed files with 127 additions and 20 deletions

View file

@ -247,6 +247,8 @@ MonoBehaviour:
m_LigatureGlyphID: 9328
- m_ComponentGlyphIDs: 320000004b000000
m_LigatureGlyphID: 9333
- m_ComponentGlyphIDs: 010000004b000000
m_LigatureGlyphID: 9450
m_GlyphPairAdjustmentRecords:
- m_FirstAdjustmentRecord:
m_GlyphIndex: 34

View file

@ -2020,6 +2020,7 @@ MonoBehaviour:
sumoBrotherGHead: {fileID: 1817974397600853338}
sumoBrotherPHead: {fileID: 3294882688726592496}
impact: {fileID: 4014474221203422495}
dust: {fileID: 0}
--- !u!1 &2594614983758801598
GameObject:
m_ObjectHideFlags: 0
@ -2592,7 +2593,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!4 &4284038126118897443
Transform:
m_ObjectHideFlags: 0
@ -7188,7 +7189,7 @@ SpriteRenderer:
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 6.94, y: 4.13}
m_Size: {x: 4, y: 4.8}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1

View file

@ -5991,7 +5991,7 @@ AnimationClip:
m_Level: 0
m_CycleOffset: 0
m_HasAdditiveReferencePose: 0
m_LoopTime: 1
m_LoopTime: 0
m_LoopBlend: 0
m_LoopBlendOrientation: 0
m_LoopBlendPositionY: 0

View file

@ -3106,6 +3106,24 @@ AnimationClip:
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.06666667
value: 0.78431374
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.13333334
value: 0.78431374
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.45
value: 0
@ -9800,6 +9818,24 @@ AnimationClip:
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.06666667
value: 0.78431374
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.13333334
value: 0.78431374
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.45
value: 0

View file

@ -3307,6 +3307,24 @@ AnimationClip:
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.06666667
value: 0.78431374
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.13333334
value: 0.78431374
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.45
value: 0
@ -11498,6 +11516,24 @@ AnimationClip:
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.06666667
value: 0.78431374
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.13333334
value: 0.78431374
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.45
value: 0

View file

@ -32707,7 +32707,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0.5}
m_AnchorMax: {x: 1, y: 0.5}
m_AnchoredPosition: {x: 0, y: 47.632656}
m_AnchoredPosition: {x: 0, y: 47.632652}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 1}
--- !u!222 &1154875945

View file

@ -1,8 +1,8 @@
using System;
public static class AppInfo {
public const string Version = "0.0.1018";
public static readonly DateTime Date = new DateTime(2024, 01, 15, 19, 39, 36, 317, DateTimeKind.Utc);
public const string Version = "1.0.4";
public static readonly DateTime Date = new DateTime(2024, 02, 16, 02, 44, 34, 828, DateTimeKind.Utc);
}

View file

@ -1,3 +1,29 @@
/* Hello my brothers, it is RaffyTaffy14 here in the code comments with another monologue.
I still do not know much crap about Unity or C#.
Despite that, I have managed to cobble together Sumo Brothers in a fairly functional state.
A lot of the code may be very weird or just useless (especially the older stuff), but it works for now.
I started making Sumo Brothers for Heaven Studio all the way back in January of 2023 (13 months ago!)
Sumo Brothers at that time was VERY janky. Heck, I used blurry screenshots from videos as reference guides for everything.
Progress on Sumo stopped a few weeks into the project, being as functional as how I left Lockstep for rasmus to pick up.
In June, I finally learned how to cue inputs (I was doing something wrong for the longest time), so now Finishing Poses could be cued.
Nothing happened until December, when I coded most of the functionality for the Slapping/Stomping/Posing
switching, which is how it currently works now.
From the end of January 2024 to the middle of February 2024, I spent dozens of hours meticulously animating
every animation (there's *74* when you factor out duplicate animations for the Glasses Brother) for the game, from "SumoSlapPrepare" all
the way to "SumoPoseGBopMiss2".
No one thought that there would be anyone crazy enough to hecking animate Sumo Brothers.
People said that it would be animator suicide to even attempt to animate Sumo Brothers.
Yet, here I am, still alive and still too crazy.
Sometime during the mass animation process, I managed to get back in contact with the upscaler for this game for a potential
redo of the Inu Sensei sprites.
Let's just say that the sprites got a MASSIVE glow up (thx UnbrokenMage)
Animation for Sumo Brothers still isn't done, as I am yet to animate the 3rd and 4th poses which are (currently) absent.
Despite the absense for those 20 animations (yes 2 poses takes up 20 animations), I have managed to do a whopping 54 animations
during my ~2 week grind.
I hope that whomever may be reading this shall enjoy the wonders of Sumo Brothers and have a great rest of your day. */
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using System;
@ -11,7 +37,7 @@ namespace HeavenStudio.Games.Loaders
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("sumoBrothers", "Sumo Brothers \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "EDED15", false, false, new List<GameAction>()
return new Minigame("sumoBrothers", "Sumo Brothers", "EDED15", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
@ -107,6 +133,8 @@ namespace HeavenStudio.Games
[SerializeField] Animator sumoBrotherGHead;
[SerializeField] Animator sumoBrotherPHead;
[SerializeField] Animator impact;
[SerializeField] Animator dust;
[Header("Properties")]
/*static List<queuedSumoInputs> queuedInputs = new List<queuedSumoInputs>();
@ -128,7 +156,7 @@ namespace HeavenStudio.Games
private int sumoSlapDir;
private int sumoPoseType;
private string sumoPoseTypeCurrent = "1";
private int sumoPoseTypeNext = 1;
private int sumoPoseTypeNext;
private bool lookingAtCamera = false;
@ -200,7 +228,8 @@ namespace HeavenStudio.Games
sumoStompDir = false;
sumoSlapDir = 0;
sumoPoseType = UnityEngine.Random.Range(1, 2);
sumoPoseType = 0;
sumoPoseTypeNext = 0;
}
@ -284,7 +313,7 @@ namespace HeavenStudio.Games
}
print("current sumo state: " + sumoState + " and previous sumo state: " + sumoStatePrevious);
print("sumo pose type: " + sumoPoseTypeCurrent);
print("sumo pose type: " + sumoPoseType);
}
public void Bop(double beat, float length, bool inu, bool sumo, bool inuAuto, bool sumoAuto)
@ -573,9 +602,11 @@ namespace HeavenStudio.Games
sumoStatePrevious = sumoState;
sumoState = SumoState.Pose;
if (randomPose) {
poseType = UnityEngine.Random.Range(1, 1);
if (sumoPoseTypeNext > 0 & randomPose) {
poseType = UnityEngine.Random.Range(1, 2);
if (poseType >= sumoPoseTypeNext) poseType++;
} else if (randomPose) {
poseType = UnityEngine.Random.Range(1, 3);
}
var cond = Conductor.instance;
@ -615,10 +646,16 @@ namespace HeavenStudio.Games
sumoPoseTypeCurrent = sumoPoseTypeNext.ToString();
sumoPoseType = sumoPoseTypeNext;
sumoBrotherP.DoScaledAnimationAsync("SumoPoseP" + sumoPoseTypeCurrent, 0.5f);
sumoBrotherG.DoScaledAnimationAsync("SumoPoseG" + sumoPoseTypeCurrent, 0.5f);
sumoBrotherGHead.DoScaledAnimationAsync("SumoGPose" + sumoPoseTypeCurrent, 0.5f);
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShotGame("sumoBrothers/tink");
sumoBrotherPHead.DoScaledAnimationAsync("SumoPPoseBarely" + sumoPoseTypeCurrent, 0.5f);
// Dust is not meant to show up on a barely, need to somehow code that eventually
dust.DoScaledAnimationAsync("dustGone", 0.5f);
}
else
{
@ -626,11 +663,6 @@ namespace HeavenStudio.Games
}
SoundByte.PlayOneShotGame("sumoBrothers/pose");
sumoBrotherP.DoScaledAnimationAsync("SumoPoseP" + sumoPoseTypeCurrent, 0.5f);
sumoBrotherG.DoScaledAnimationAsync("SumoPoseG" + sumoPoseTypeCurrent, 0.5f);
sumoBrotherGHead.DoScaledAnimationAsync("SumoGPose" + sumoPoseTypeCurrent, 0.5f);
}
void PoseMiss(PlayerActionEvent caller)

View file

@ -134,7 +134,7 @@ PlayerSettings:
16:10: 1
16:9: 1
Others: 1
bundleVersion: 1.0.2
bundleVersion: 1.0.4
preloadedAssets:
- {fileID: 102900000, guid: 5348c08b82446e0478cee8bda6c02cfc, type: 3}
metroInputSource: 0
@ -158,11 +158,11 @@ PlayerSettings:
applicationIdentifier:
Standalone: com.RHeavenStudio.Heaven-Studio
buildNumber:
Standalone: 100002
Standalone: 100004
iPhone: 0
tvOS: 0
overrideDefaultApplicationIdentifier: 0
AndroidBundleVersionCode: 100002
AndroidBundleVersionCode: 100004
AndroidMinSdkVersion: 22
AndroidTargetSdkVersion: 0
AndroidPreferredInstallLocation: 1