Frog Hop-fix (#962)

* frogge

* a frogge

* le froge

* a frogge bip

* added spins that don't work  i mean forgge

* spin it boys

le frogge

* sounds are working  i mean le frogge

* changing the prefab bc people are stupid and dumb

* frogge is almost at your door

* thank you very frogge

* almost done frogge

* done coding frogge

* anim stuff frogge

* literally almost ready to PR frogge

too real

* too frogging real

* done

frogge :3

* done lol

it is done  frogge

* Update frogHop.prefab

oopsie doopsie       frogge

* small fixes

* blargh
This commit is contained in:
ThePurpleAnon 2024-05-26 15:06:56 -05:00 committed by GitHub
parent 38439f4722
commit 04ef373976
5 changed files with 2885 additions and 38 deletions

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@ -27,6 +27,9 @@ AnimatorStateMachine:
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@ -94,6 +97,32 @@ AnimatorState:
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m_ObjectHideFlags: 1
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m_Name: SpinHS
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File diff suppressed because it is too large Load Diff

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@ -0,0 +1,8 @@
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@ -100,7 +100,7 @@ namespace HeavenStudio.Games.Loaders
function = delegate {
var e = eventCaller.currentEntity;
if (eventCaller.gameManager.minigameObj.TryGetComponent(out FrogHop instance)) {
instance.TwoHop(e.beat, e["spotlights"], e["jazz"]);
instance.TwoHop(e.beat, e["spotlights"], e["jazz"], 0, e["enabled"]);
}
},
preFunction = delegate {
@ -121,7 +121,7 @@ namespace HeavenStudio.Games.Loaders
function = delegate {
var e = eventCaller.currentEntity;
if (eventCaller.gameManager.minigameObj.TryGetComponent(out FrogHop instance)) {
instance.ThreeHop(e.beat, e["spotlights"], e["jazz"]);
instance.ThreeHop(e.beat, e["spotlights"], e["jazz"], 0, e["enabled"]);
}
},
preFunction = delegate {
@ -142,7 +142,7 @@ namespace HeavenStudio.Games.Loaders
function = delegate {
var e = eventCaller.currentEntity;
if (eventCaller.gameManager.minigameObj.TryGetComponent(out FrogHop instance)) {
instance.SpinItBoys(e.beat, e["spotlights"], e["jazz"]);
instance.SpinItBoys(e.beat, e["spotlights"], e["jazz"], 0, e["enabled"], e["hs"]);
}
},
preFunction = delegate {
@ -155,6 +155,7 @@ namespace HeavenStudio.Games.Loaders
new Param("enabled", true, "Cue Sound", "Choose whether to play the cue sound for this event."),
new Param("spotlights", true, "Automatic Spotlights", "Handles spotlight switching automatically."),
new Param("jazz", false, "Jumpin' Jazz", "Mouth animations will be based on Frog Hop 2."),
new Param("hs", false, "Blue Frog Can Talk While Posing", "This option is to preserve accuracy, as it is not possible to do this in DS/Megamix."),
},
defaultLength = 4.0f,
},
@ -380,7 +381,7 @@ namespace HeavenStudio.Games.Loaders
},
defaultLength = 0.5f,
},
new GameAction("force", "Force Hop")
new GameAction("force", "Force Shake")
{
preFunction = delegate {
var e = eventCaller.currentEntity;
@ -393,6 +394,7 @@ namespace HeavenStudio.Games.Loaders
new Param("front", true, "Front Frogs", "Make the frogs in the front sing during this event."),
new Param("back", true, "Back Frogs", "Make the frogs in the back sing during this event."),
},
preFunctionLength = 1,
resizable = true,
defaultLength = 4.0f,
},
@ -678,8 +680,10 @@ namespace HeavenStudio.Games
{
if (entity.beat >= beat && entity.beat <= beat + 1)
{
if (entity.datamodel == "frogHop/hop")
Hop(entity.beat);
if (entity.datamodel == "frogHop/hop") Hop(entity.beat);
if (entity.datamodel == "frogHop/force") ForceHop(entity.beat, entity.length, entity["front"], entity["back"]);
continue;
}
@ -699,19 +703,19 @@ namespace HeavenStudio.Games
case "frogHop/twoshake":
{
var e = entity;
TwoHop(e.beat, e["spotlights"], e["jazz"], beat - e.beat);
TwoHop(e.beat, e["spotlights"], e["jazz"], beat - e.beat, e["enabled"]);
continue;
}
case "frogHop/threeshake":
{
var e = entity;
ThreeHop(e.beat, e["spotlights"], e["jazz"], beat - e.beat);
ThreeHop(e.beat, e["spotlights"], e["jazz"], beat - e.beat, e["enabled"]);
continue;
}
case "frogHop/spinitboys":
case "frogHop/spin":
{
var e = entity;
SpinItBoys(e.beat, e["spotlights"], e["jazz"], beat - e.beat);
SpinItBoys(e.beat, e["spotlights"], e["jazz"], beat - e.beat, e["enabled"], e["hs"]);
continue;
}
}
@ -942,7 +946,7 @@ namespace HeavenStudio.Games
BeatAction.New(this, actions);
}
public void TwoHop (double beat, bool spotlights, bool jumpinJazz, double start = 0)
public void TwoHop (double beat, bool spotlights, bool jumpinJazz, double start = 0, bool cue = true)
{
CueCommon(beat, spotlights);
@ -950,12 +954,12 @@ namespace HeavenStudio.Games
var sounds = new List<MultiSound.Sound>();
//call
if (start <= 0.0) actions.Add(new(beat + 0.0, delegate { NPCHop(FrontFrogs); Talk(new List<ntrFrog>() { LeaderFrog }, "Wide", beat); }));
if (start <= 0.5) actions.Add(new(beat + 0.5, delegate { NPCHop(FrontFrogs, true); Talk(new List<ntrFrog>() { LeaderFrog }, "Narrow", jumpinJazz ? beat + 2.5 : beat + 1.5); }));
if (start <= 0.0) actions.Add(new(beat + 0.0, delegate { NPCHop(FrontFrogs); if (cue) { Talk(new List<ntrFrog>() { LeaderFrog }, "Wide", beat); } }));
if (start <= 0.5) actions.Add(new(beat + 0.5, delegate { NPCHop(FrontFrogs, true); if (cue) { Talk(new List<ntrFrog>() { LeaderFrog }, "Narrow", jumpinJazz ? beat + 2.25 : beat + 1.5); } }));
//response
actions.Add(new(beat + 2.0, delegate { NPCHop(BackFrogs); Talk(BackFrogs, "Wide", beat); }));
actions.Add(new(beat + 2.5, delegate { NPCHop(BackFrogs, true); Talk(BackFrogs, "Narrow", jumpinJazz ? beat + 4.5 : beat + 3.5); }));
actions.Add(new(beat + 2.5, delegate { NPCHop(BackFrogs, true); Talk(BackFrogs, "Narrow", jumpinJazz ? beat + 4.25 : beat + 3.5); }));
sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_E_HA", beat + 2.0, usesGlobalePitch ? globalPitch : 1));
sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_E_HAAI", beat + 2.5, usesGlobalePitch ? globalPitch : 1));
@ -982,7 +986,7 @@ namespace HeavenStudio.Games
MultiSound.Play(sounds, forcePlay: true);
}
public void ThreeHop (double beat, bool spotlights, bool jumpinJazz, double start = 0)
public void ThreeHop (double beat, bool spotlights, bool jumpinJazz, double start = 0, bool cue = true)
{
CueCommon(beat, spotlights);
@ -990,12 +994,12 @@ namespace HeavenStudio.Games
var sounds = new List<MultiSound.Sound>();
//call
if (start <= 0.0) actions.Add(new(beat + 0.0, delegate { NPCHop(FrontFrogs); Talk(new List<ntrFrog>() { LeaderFrog }, "Narrow", jumpinJazz ? beat + 2.5 : beat); }));
if (start <= 0.5) actions.Add(new(beat + 0.5, delegate { NPCHop(FrontFrogs); if (!jumpinJazz) Talk(new List<ntrFrog>() { LeaderFrog }, "Narrow", beat); }));
if (start <= 1.0) actions.Add(new(beat + 1.0, delegate { NPCHop(FrontFrogs, true); if (!jumpinJazz) Talk(new List<ntrFrog>() { LeaderFrog }, "Narrow", beat); }));
if (start <= 0.0) actions.Add(new(beat + 0.0, delegate { NPCHop(FrontFrogs); if (cue) { Talk(new List<ntrFrog>() { LeaderFrog }, "Narrow", jumpinJazz ? beat + 1.75 : beat); } }));
if (start <= 0.5) actions.Add(new(beat + 0.5, delegate { NPCHop(FrontFrogs); if (!jumpinJazz) if (cue) { Talk(new List<ntrFrog>() { LeaderFrog }, "Narrow", beat); } }));
if (start <= 1.0) actions.Add(new(beat + 1.0, delegate { NPCHop(FrontFrogs, true); if (!jumpinJazz) if (cue) { Talk(new List<ntrFrog>() { LeaderFrog }, "Narrow", beat); } }));
//response
actions.Add(new(beat + 2.0, delegate { NPCHop(BackFrogs); Talk(BackFrogs, "Narrow", jumpinJazz ? beat + 4.5 : beat); }));
actions.Add(new(beat + 2.0, delegate { NPCHop(BackFrogs); Talk(BackFrogs, "Narrow", jumpinJazz ? beat + 3.75 : beat); }));
actions.Add(new(beat + 2.5, delegate { NPCHop(BackFrogs); if (!jumpinJazz) Talk(BackFrogs, "Narrow", beat); }));
actions.Add(new(beat + 3.0, delegate { NPCHop(BackFrogs, true); if (!jumpinJazz) Talk(BackFrogs, "Narrow", beat); }));
sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_E_HAI", beat + 2.0, usesGlobalePitch ? globalPitch : 1));
@ -1028,19 +1032,19 @@ namespace HeavenStudio.Games
MultiSound.Play(sounds, forcePlay: true);
}
public void SpinItBoys (double beat, bool spotlights, bool jumpinJazz, double start = 0)
public void SpinItBoys (double beat, bool spotlights, bool jumpinJazz, double start = 0, bool cue = true, bool HS = false)
{
CueCommon(beat, spotlights);
CueCommon(beat, spotlights, 1);
var actions = new List<BeatAction.Action>();
var sounds = new List<MultiSound.Sound>();
//call
if (start <= 0.0) actions.Add(new(beat + 0.0, delegate { NPCCharge(FrontFrogs); Talk(new List<ntrFrog>() { LeaderFrog }, "Narrow", beat); }));
if (start <= 1.0) actions.Add(new(beat + 1.0, delegate { NPCSpin(FrontFrogs); Talk(new List<ntrFrog>() { LeaderFrog }, "Wide", beat); }));
if (start <= 0.0) actions.Add(new(beat + 0.0, delegate { NPCCharge(FrontFrogs); if (cue) { Talk(new List<ntrFrog>() { LeaderFrog }, "Narrow", jumpinJazz ? beat + 0.75 : beat); } }));
if (start <= 1.0) actions.Add(new(beat + 1.0, delegate { NPCSpin(FrontFrogs, HS); if (cue) { Talk(new List<ntrFrog>() { LeaderFrog }, "Wide", beat); } }));
//response
actions.Add(new(beat + 2.0, delegate { NPCCharge(BackFrogs); Talk(BackFrogs, "Narrow", jumpinJazz ? beat + 3.0 : beat); }));
actions.Add(new(beat + 2.0, delegate { NPCCharge(BackFrogs); Talk(BackFrogs, "Narrow", jumpinJazz ? beat + 2.75 : beat); }));
actions.Add(new(beat + 3.0, delegate { NPCSpin(BackFrogs); Talk(BackFrogs, "Wide", beat); }));
sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_E_KURU_1", beat + 2.0, usesGlobalePitch ? globalPitch : 1));
sounds.Add(new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_E_KURU_2", beat + 2.5, usesGlobalePitch ? globalPitch : 1));
@ -1070,7 +1074,7 @@ namespace HeavenStudio.Games
MultiSound.Play(sounds, forcePlay: true);
}
public void CueCommon(double beat, bool spotlights = true)
public void CueCommon(double beat, bool spotlights = true, double spin = 0)
{
startBackHop = beat;
startNoHop = beat + 2;
@ -1080,8 +1084,8 @@ namespace HeavenStudio.Games
var actions = new List<BeatAction.Action>();
actions.Add(new(beat + 1.5, delegate { Spotlights(false, true); }));
actions.Add(new(beat + 3.5, delegate { Spotlights(true, false); }));
actions.Add(new(beat + 1.5 + spin, delegate { Spotlights(false, true); }));
actions.Add(new(beat + 3.5 + spin, delegate { Spotlights(true, false); }));
BeatAction.New(this, actions);
}
@ -1175,9 +1179,10 @@ namespace HeavenStudio.Games
foreach (var a in FrogsToHop) { if (a != PlayerFrog) a.Charge(); }
}
public void NPCSpin(List<ntrFrog> FrogsToHop)
public void NPCSpin(List<ntrFrog> FrogsToHop, bool HS = false)
{
foreach (var a in FrogsToHop) { if (a != PlayerFrog) a.Spin(); }
if (HS) { LeaderFrog.Spin(); SingerFrog.Spin(true); }
else { foreach (var a in FrogsToHop) { if (a != PlayerFrog) a.Spin(); } }
}
public void PlayerHopNormal(PlayerActionEvent caller, float state)
@ -1189,7 +1194,8 @@ namespace HeavenStudio.Games
public void PlayerHopYa(PlayerActionEvent caller, float state)
{
SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_P_HA", pitch: usesGlobalePitch ? globalPitch : 1);
float pitch = GetPitch(Conductor.instance.songPositionInBeatsAsDouble);
SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_P_HA", pitch: pitch);
if (state >= 1f || state <= -1f) { SoundByte.PlayOneShotGame("frogHop/miss2", volume: 1.5f); LightMiss(sweat: true); }
else SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_POP_DEFAULT");
PlayerHop();
@ -1197,7 +1203,8 @@ namespace HeavenStudio.Games
public void PlayerHopHoo(PlayerActionEvent caller, float state)
{
SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_P_HAAI", pitch: usesGlobalePitch ? globalPitch : 1);
float pitch = GetPitch(Conductor.instance.songPositionInBeatsAsDouble);
SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_P_HAAI", pitch: pitch);
if (state >= 1f || state <= -1f) { SoundByte.PlayOneShotGame("frogHop/miss2", volume: 1.5f); LightMiss(sweat: true); }
else SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_POP_HAAI");
PlayerHop(true);
@ -1205,7 +1212,8 @@ namespace HeavenStudio.Games
public void PlayerHopYeah(PlayerActionEvent caller, float state)
{
SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_P_HAI", pitch: usesGlobalePitch ? globalPitch : 1);
float pitch = GetPitch(Conductor.instance.songPositionInBeatsAsDouble);
SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_P_HAI", pitch: pitch);
if (state >= 1f || state <= -1f) { SoundByte.PlayOneShotGame("frogHop/miss2", volume: 1.5f); LightMiss(sweat: true); }
else SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_POP_DEFAULT");
PlayerHop();
@ -1213,7 +1221,8 @@ namespace HeavenStudio.Games
public void PlayerHopYeahAccent(PlayerActionEvent caller, float state)
{
SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_P_HAI", pitch: usesGlobalePitch ? globalPitch : 1);
float pitch = GetPitch(Conductor.instance.songPositionInBeatsAsDouble);
SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_P_HAI", pitch: pitch);
if (state >= 1f || state <= -1f) { SoundByte.PlayOneShotGame("frogHop/miss2", volume: 1.5f); LightMiss(sweat: true); }
else SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_POP_DEFAULT");
PlayerHop(true);
@ -1228,11 +1237,12 @@ namespace HeavenStudio.Games
public void PlayerHopCharge(PlayerActionEvent caller, float state)
{
double beat = caller.startBeat + caller.timer;
float pitch = GetPitch(Conductor.instance.songPositionInBeatsAsDouble);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_P_KURU_1", beat, usesGlobalePitch ? globalPitch : 1),
new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_P_KURU_2", beat + 0.5, usesGlobalePitch ? globalPitch : 1)
new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_P_KURU_1", beat, pitch: pitch),
new MultiSound.Sound("frogHop/SE_NTR_FROG_EN_P_KURU_2", beat + 0.5, pitch: pitch)
});
if (state >= 1f || state <= -1f) { SoundByte.PlayOneShotGame("frogHop/miss2", volume: 1.5f); LightMiss(sweat: true); }
@ -1242,7 +1252,8 @@ namespace HeavenStudio.Games
public void PlayerSpin(PlayerActionEvent caller, float state)
{
SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_P_LIN", pitch: usesGlobalePitch ? globalPitch : 1);
float pitch = GetPitch(Conductor.instance.songPositionInBeatsAsDouble);
SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_P_LIN", pitch: pitch);
if (state >= 1f || state <= -1f) { SoundByte.PlayOneShotGame("frogHop/miss2", volume: 1.5f); LightMiss(); }
PlayerFrog.Spin();
}

View File

@ -102,9 +102,9 @@ namespace HeavenStudio.Games.Scripts_FrogHop
isBumped = false;
}
public void Spin()
public void Spin(bool HS = false)
{
FrogAnim.DoScaledAnimationAsync("Spin", 0.5f, animLayer: 0);
FrogAnim.DoScaledAnimationAsync(HS ? "SpinHS" : "Spin", 0.5f, animLayer: 0);
isBumped = false;
}