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:
parent
4d35c7ec8b
commit
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@ -247,6 +247,8 @@ MonoBehaviour:
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m_LigatureGlyphID: 9328
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- m_ComponentGlyphIDs: 320000004b000000
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m_LigatureGlyphID: 9333
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- m_ComponentGlyphIDs: 010000004b000000
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m_LigatureGlyphID: 9450
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m_GlyphPairAdjustmentRecords:
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- m_FirstAdjustmentRecord:
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m_GlyphIndex: 34
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@ -2020,6 +2020,7 @@ MonoBehaviour:
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sumoBrotherGHead: {fileID: 1817974397600853338}
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sumoBrotherPHead: {fileID: 3294882688726592496}
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impact: {fileID: 4014474221203422495}
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dust: {fileID: 0}
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--- !u!1 &2594614983758801598
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GameObject:
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m_ObjectHideFlags: 0
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@ -2592,7 +2593,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!4 &4284038126118897443
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Transform:
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m_ObjectHideFlags: 0
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@ -7188,7 +7189,7 @@ SpriteRenderer:
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m_FlipX: 0
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m_FlipY: 0
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m_DrawMode: 0
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m_Size: {x: 6.94, y: 4.13}
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m_Size: {x: 4, y: 4.8}
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m_AdaptiveModeThreshold: 0.5
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m_SpriteTileMode: 0
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m_WasSpriteAssigned: 1
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@ -5991,7 +5991,7 @@ AnimationClip:
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m_Level: 0
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m_CycleOffset: 0
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m_HasAdditiveReferencePose: 0
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m_LoopTime: 1
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m_LoopTime: 0
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m_LoopBlend: 0
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m_LoopBlendOrientation: 0
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m_LoopBlendPositionY: 0
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@ -3106,6 +3106,24 @@ AnimationClip:
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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- serializedVersion: 3
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time: 0.06666667
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value: 0.78431374
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inSlope: 0
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outSlope: 0
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tangentMode: 136
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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- serializedVersion: 3
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time: 0.13333334
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value: 0.78431374
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inSlope: 0
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outSlope: 0
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tangentMode: 136
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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- serializedVersion: 3
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time: 0.45
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value: 0
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@ -9800,6 +9818,24 @@ AnimationClip:
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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- serializedVersion: 3
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time: 0.06666667
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value: 0.78431374
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inSlope: 0
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outSlope: 0
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tangentMode: 136
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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- serializedVersion: 3
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time: 0.13333334
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value: 0.78431374
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inSlope: 0
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outSlope: 0
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tangentMode: 136
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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- serializedVersion: 3
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time: 0.45
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value: 0
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@ -3307,6 +3307,24 @@ AnimationClip:
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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- serializedVersion: 3
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time: 0.06666667
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value: 0.78431374
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inSlope: 0
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outSlope: 0
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tangentMode: 136
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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- serializedVersion: 3
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time: 0.13333334
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value: 0.78431374
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inSlope: 0
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outSlope: 0
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tangentMode: 136
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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- serializedVersion: 3
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time: 0.45
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value: 0
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@ -11498,6 +11516,24 @@ AnimationClip:
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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- serializedVersion: 3
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time: 0.06666667
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value: 0.78431374
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inSlope: 0
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outSlope: 0
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tangentMode: 136
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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- serializedVersion: 3
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time: 0.13333334
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value: 0.78431374
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inSlope: 0
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outSlope: 0
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tangentMode: 136
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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- serializedVersion: 3
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time: 0.45
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value: 0
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@ -32707,7 +32707,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0.5}
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m_AnchorMax: {x: 1, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 47.632656}
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m_AnchoredPosition: {x: 0, y: 47.632652}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 1}
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--- !u!222 &1154875945
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@ -1,8 +1,8 @@
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using System;
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public static class AppInfo {
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public const string Version = "0.0.1018";
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public static readonly DateTime Date = new DateTime(2024, 01, 15, 19, 39, 36, 317, DateTimeKind.Utc);
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public const string Version = "1.0.4";
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public static readonly DateTime Date = new DateTime(2024, 02, 16, 02, 44, 34, 828, DateTimeKind.Utc);
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}
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@ -1,3 +1,29 @@
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/* Hello my brothers, it is RaffyTaffy14 here in the code comments with another monologue.
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I still do not know much crap about Unity or C#.
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Despite that, I have managed to cobble together Sumo Brothers in a fairly functional state.
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A lot of the code may be very weird or just useless (especially the older stuff), but it works for now.
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I started making Sumo Brothers for Heaven Studio all the way back in January of 2023 (13 months ago!)
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Sumo Brothers at that time was VERY janky. Heck, I used blurry screenshots from videos as reference guides for everything.
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Progress on Sumo stopped a few weeks into the project, being as functional as how I left Lockstep for rasmus to pick up.
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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.
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Nothing happened until December, when I coded most of the functionality for the Slapping/Stomping/Posing
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switching, which is how it currently works now.
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From the end of January 2024 to the middle of February 2024, I spent dozens of hours meticulously animating
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every animation (there's *74* when you factor out duplicate animations for the Glasses Brother) for the game, from "SumoSlapPrepare" all
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the way to "SumoPoseGBopMiss2".
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No one thought that there would be anyone crazy enough to hecking animate Sumo Brothers.
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People said that it would be animator suicide to even attempt to animate Sumo Brothers.
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Yet, here I am, still alive and still too crazy.
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Sometime during the mass animation process, I managed to get back in contact with the upscaler for this game for a potential
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redo of the Inu Sensei sprites.
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Let's just say that the sprites got a MASSIVE glow up (thx UnbrokenMage)
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Animation for Sumo Brothers still isn't done, as I am yet to animate the 3rd and 4th poses which are (currently) absent.
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Despite the absense for those 20 animations (yes 2 poses takes up 20 animations), I have managed to do a whopping 54 animations
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during my ~2 week grind.
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I hope that whomever may be reading this shall enjoy the wonders of Sumo Brothers and have a great rest of your day. */
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using System;
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@ -11,7 +37,7 @@ namespace HeavenStudio.Games.Loaders
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("sumoBrothers", "Sumo Brothers \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "EDED15", false, false, new List<GameAction>()
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return new Minigame("sumoBrothers", "Sumo Brothers", "EDED15", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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@ -107,6 +133,8 @@ namespace HeavenStudio.Games
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[SerializeField] Animator sumoBrotherGHead;
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[SerializeField] Animator sumoBrotherPHead;
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[SerializeField] Animator impact;
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[SerializeField] Animator dust;
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[Header("Properties")]
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/*static List<queuedSumoInputs> queuedInputs = new List<queuedSumoInputs>();
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@ -128,7 +156,7 @@ namespace HeavenStudio.Games
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private int sumoSlapDir;
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private int sumoPoseType;
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private string sumoPoseTypeCurrent = "1";
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private int sumoPoseTypeNext = 1;
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private int sumoPoseTypeNext;
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private bool lookingAtCamera = false;
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@ -200,7 +228,8 @@ namespace HeavenStudio.Games
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sumoStompDir = false;
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sumoSlapDir = 0;
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sumoPoseType = UnityEngine.Random.Range(1, 2);
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sumoPoseType = 0;
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sumoPoseTypeNext = 0;
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}
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@ -284,7 +313,7 @@ namespace HeavenStudio.Games
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}
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print("current sumo state: " + sumoState + " and previous sumo state: " + sumoStatePrevious);
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print("sumo pose type: " + sumoPoseTypeCurrent);
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print("sumo pose type: " + sumoPoseType);
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}
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public void Bop(double beat, float length, bool inu, bool sumo, bool inuAuto, bool sumoAuto)
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@ -573,9 +602,11 @@ namespace HeavenStudio.Games
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sumoStatePrevious = sumoState;
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sumoState = SumoState.Pose;
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if (randomPose) {
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poseType = UnityEngine.Random.Range(1, 1);
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if (sumoPoseTypeNext > 0 & randomPose) {
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poseType = UnityEngine.Random.Range(1, 2);
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if (poseType >= sumoPoseTypeNext) poseType++;
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} else if (randomPose) {
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poseType = UnityEngine.Random.Range(1, 3);
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}
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var cond = Conductor.instance;
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@ -615,10 +646,16 @@ namespace HeavenStudio.Games
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sumoPoseTypeCurrent = sumoPoseTypeNext.ToString();
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sumoPoseType = sumoPoseTypeNext;
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sumoBrotherP.DoScaledAnimationAsync("SumoPoseP" + sumoPoseTypeCurrent, 0.5f);
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sumoBrotherG.DoScaledAnimationAsync("SumoPoseG" + sumoPoseTypeCurrent, 0.5f);
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sumoBrotherGHead.DoScaledAnimationAsync("SumoGPose" + sumoPoseTypeCurrent, 0.5f);
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if (state >= 1f || state <= -1f)
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{
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SoundByte.PlayOneShotGame("sumoBrothers/tink");
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sumoBrotherPHead.DoScaledAnimationAsync("SumoPPoseBarely" + sumoPoseTypeCurrent, 0.5f);
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// Dust is not meant to show up on a barely, need to somehow code that eventually
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dust.DoScaledAnimationAsync("dustGone", 0.5f);
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}
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else
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{
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@ -626,11 +663,6 @@ namespace HeavenStudio.Games
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}
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SoundByte.PlayOneShotGame("sumoBrothers/pose");
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sumoBrotherP.DoScaledAnimationAsync("SumoPoseP" + sumoPoseTypeCurrent, 0.5f);
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sumoBrotherG.DoScaledAnimationAsync("SumoPoseG" + sumoPoseTypeCurrent, 0.5f);
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sumoBrotherGHead.DoScaledAnimationAsync("SumoGPose" + sumoPoseTypeCurrent, 0.5f);
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}
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void PoseMiss(PlayerActionEvent caller)
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@ -134,7 +134,7 @@ PlayerSettings:
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16:10: 1
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16:9: 1
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Others: 1
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bundleVersion: 1.0.2
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bundleVersion: 1.0.4
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preloadedAssets:
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- {fileID: 102900000, guid: 5348c08b82446e0478cee8bda6c02cfc, type: 3}
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metroInputSource: 0
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@ -158,11 +158,11 @@ PlayerSettings:
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applicationIdentifier:
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Standalone: com.RHeavenStudio.Heaven-Studio
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buildNumber:
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Standalone: 100002
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Standalone: 100004
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iPhone: 0
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tvOS: 0
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overrideDefaultApplicationIdentifier: 0
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AndroidBundleVersionCode: 100002
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AndroidBundleVersionCode: 100004
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AndroidMinSdkVersion: 22
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AndroidTargetSdkVersion: 0
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AndroidPreferredInstallLocation: 1
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