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Sumo Brothers Bug Fixes + More Customizability (#878)
* Bug Fixes + Recolorable BG Fixed various bugs involving cueing in a Slap/Stomp from another game. Also added a fully recolorable background using stolen code that I borrowed from Clap Trap. * Force Slap / Stomp Event Added a new event that allows you to play a slap/stomp input at any time with a bunch of customizability. Changed the "Alternate Background" toggle for the Finishing Pose to persist across game switches. * aisonaopisnfbe kil da cod
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@ -396,7 +396,7 @@ AnimatorController:
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91
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|
@ -30,6 +30,7 @@ using System;
|
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using System.Collections.Generic;
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using System.Linq;
|
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using UnityEngine;
|
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using DG.Tweening;
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namespace HeavenStudio.Games.Loaders
|
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{
|
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|
@ -77,7 +78,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("direction", SumoBrothers.StompDirection.Automatic, "Stomp Direction", "Which direction the Sumo Brothers will begin stomping in."),
|
||||
},
|
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inactiveFunction = delegate { var e = eventCaller.currentEntity; if (!e["mute"]) { SumoBrothers.StompSignalSound(e.beat);} },
|
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defaultLength = 4f,
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defaultLength = 4f,
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priority = 4
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},
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|
@ -106,7 +107,7 @@ namespace HeavenStudio.Games.Loaders
|
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new Param.CollapseParam((x, _) => (int)x == (int)SumoBrothers.PoseType.Finale, new string[] { "throw" })
|
||||
}),
|
||||
new Param("throw", true, "Throw Glasses", "If the Blue Sumo Brother will throw his glasses on a successful input."),
|
||||
new Param("alternate", true, "Alternate Background", "Alternates between which of the backgrounds appear on a successful input.", new List<Param.CollapseParam>()
|
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new Param("alternate", true, "Alternate Background", "Alternates between which of the backgrounds appear on a successful input. Persists between game switches.", new List<Param.CollapseParam>()
|
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{
|
||||
new Param.CollapseParam((x, _) => !(bool)x, new string[] { "bg" })
|
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}),
|
||||
|
@ -117,6 +118,22 @@ namespace HeavenStudio.Games.Loaders
|
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priority = 2
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},
|
||||
|
||||
new GameAction("background color", "Background Appearance")
|
||||
{
|
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.BackgroundColor(e.beat, e.length, e["colorFrom"], e["colorTo"], e["colorFrom2"], e["colorTo2"], e["ease"]); },
|
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defaultLength = 0.5f,
|
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resizable = true,
|
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parameters = new List<Param>()
|
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{
|
||||
new Param("colorFrom", SumoBrothers.defaultBgTopColor, "Color A Start", "Set the top-most color of the background gradient at the start of the event."),
|
||||
new Param("colorTo", SumoBrothers.defaultBgTopColor, "Color A End", "Set the top-most color of the background gradient at the end of the event."),
|
||||
new Param("colorFrom2", SumoBrothers.defaultBgBtmColor, "Color B Start", "Set the bottom-most color of the background gradient at the start of the event."),
|
||||
new Param("colorTo2", SumoBrothers.defaultBgBtmColor, "Color B End", "Set the bottom-most color of the background gradient at the end of the event."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
|
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},
|
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},
|
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|
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new GameAction("look", "Look at Camera")
|
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{
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.LookAtCamera(e.beat, e.length); },
|
||||
|
@ -128,10 +145,42 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true
|
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},
|
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|
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new GameAction("forceinput", "Force Slapping / Stomping")
|
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{
|
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preFunction = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.ForceInputs(e.beat, e.length, e["type"], e["direction"], e["center"], e["switch"], e["prepare"]); },
|
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parameters = new List<Param>()
|
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{
|
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new Param("type", SumoBrothers.ForceInputType.Slap, "Input Type", "Will the Sumo Brothers Slap or Stomp?", new List<Param.CollapseParam>()
|
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{
|
||||
new Param.CollapseParam((x, _) => (int)x == (int)SumoBrothers.ForceInputType.Slap, new string[] { "switch" }),
|
||||
new Param.CollapseParam((x, _) => (int)x == (int)SumoBrothers.ForceInputType.Stomp, new string[] { "direction", "center" })
|
||||
}),
|
||||
new Param("direction", SumoBrothers.StompDirection.Automatic, "Stomp Direction", "Which direction the Sumo Brothers will begin stomping in."),
|
||||
new Param("center", false, "Center Stomp", "The Sumo Brothers' first stomp will be toward the middle before resuming the direction selected above. Has no ready animation."),
|
||||
new Param("switch", false, "Transition to Stomp", "The Sumo Brothers will play an alternate slap animation to signify transitioning into a stomp for the last slap."),
|
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new Param("prepare", true, "Prepare Animation", "If the Sumo Brothers shall play the starting prepare animation."),
|
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},
|
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defaultLength = 1f,
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resizable = true,
|
||||
preFunctionLength = 1,
|
||||
|
||||
},
|
||||
|
||||
/*new GameAction("inusoundslol", "Inu Sounds (Only here because I can't build the damn asset bundles without everything breaking)")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.InuSoundsLol(e.beat, e["type"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", new EntityTypes.Integer(0, 1, 0), "sound", "i am so desperate to get my showcase thingy out lol."),
|
||||
},
|
||||
defaultLength = 1.69f,
|
||||
},*/
|
||||
|
||||
},
|
||||
new List<string>() { "ctr", "keep" },
|
||||
// Sumo asset bundles are really bugged for some reason, having almost all the head animations break
|
||||
//new List<string>() { "ctr", "keep" },
|
||||
//"ctrsumou", "en",
|
||||
//new List<string>() { },
|
||||
new List<string>() { },
|
||||
chronologicalSortKey: 31
|
||||
);
|
||||
}
|
||||
|
@ -143,6 +192,26 @@ namespace HeavenStudio.Games
|
|||
// using Scripts_SumoBrothers;
|
||||
public class SumoBrothers : Minigame
|
||||
{
|
||||
private static Color _defaultBgTopColor;
|
||||
public static Color defaultBgTopColor
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#FFFF02", out _defaultBgTopColor);
|
||||
return _defaultBgTopColor;
|
||||
}
|
||||
}
|
||||
|
||||
private static Color _defaultBgBtmColor;
|
||||
public static Color defaultBgBtmColor
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#FFFF73", out _defaultBgBtmColor);
|
||||
return _defaultBgBtmColor;
|
||||
}
|
||||
}
|
||||
|
||||
[Header("Animators")]
|
||||
[SerializeField] Animator inuSensei;
|
||||
[SerializeField] Animator sumoBrotherP;
|
||||
|
@ -155,6 +224,26 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] Animator bgMove;
|
||||
[SerializeField] Animator bgStatic;
|
||||
|
||||
[Header("Background Colors")]
|
||||
public Material backgroundMaterial;
|
||||
public SpriteRenderer bgTop;
|
||||
public SpriteRenderer bgBtm;
|
||||
|
||||
// copypasted my stolen code from clap trap lmao
|
||||
|
||||
// i stole these from rhythm tweezers lol
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorTopStart; //obviously put to the default color of the game
|
||||
private Color colorBtmStart;
|
||||
private Color colorTopEnd;
|
||||
private Color colorBtmEnd;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
Tween bgColorTween;
|
||||
|
||||
private SpriteRenderer backgroundTopColor;
|
||||
private SpriteRenderer backgroundBtmColor;
|
||||
|
||||
[Header("Properties")]
|
||||
/*static List<queuedSumoInputs> queuedInputs = new List<queuedSumoInputs>();
|
||||
public struct queuedSumoInputs
|
||||
|
@ -222,7 +311,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
|
||||
private BGType bgType = BGType.None;
|
||||
private BGType bgTypeNext = BGType.None;
|
||||
static public BGType bgTypeNext = BGType.None;
|
||||
|
||||
public enum StompDirection
|
||||
{
|
||||
|
@ -231,6 +320,14 @@ namespace HeavenStudio.Games
|
|||
Right = 2,
|
||||
}
|
||||
|
||||
public enum ForceInputType
|
||||
{
|
||||
Stomp = 0,
|
||||
Slap = 1,
|
||||
//Pose? lolololololol
|
||||
}
|
||||
|
||||
|
||||
private enum SumoState
|
||||
{
|
||||
Idle,
|
||||
|
@ -278,7 +375,17 @@ namespace HeavenStudio.Games
|
|||
|
||||
var beat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
|
||||
|
||||
backgroundMaterial.SetColor("_ColorAlpha", defaultBgTopColor);
|
||||
backgroundMaterial.SetColor("_ColorDelta", defaultBgBtmColor);
|
||||
|
||||
bgTop.color = defaultBgTopColor;
|
||||
bgBtm.color = defaultBgBtmColor;
|
||||
|
||||
colorTopStart = defaultBgTopColor;
|
||||
colorTopEnd = defaultBgTopColor;
|
||||
|
||||
colorBtmStart = defaultBgBtmColor;
|
||||
colorBtmEnd = defaultBgBtmColor;
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
|
@ -330,10 +437,13 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
|
||||
StompShake();
|
||||
BackgroundColorUpdate();
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat) // stole code from manzai
|
||||
{
|
||||
FindNextGameswitchBeat(beat);
|
||||
|
||||
foreach(var entity in GameManager.instance.Beatmap.Entities)
|
||||
{
|
||||
if(entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine.
|
||||
|
@ -345,15 +455,14 @@ namespace HeavenStudio.Games
|
|||
continue;
|
||||
}
|
||||
bool isOnGameSwitchBeat = entity.beat == beat;
|
||||
if(entity.datamodel == "sumoBrothers/stompSignal") {StompSignal(entity.beat, true, true, entity["look"], entity["StompDirection"]);}
|
||||
if(entity.datamodel == "sumoBrothers/stompSignal") {StompSignal(entity.beat, true, true, entity["look"], entity["direction"]);}
|
||||
if(entity.datamodel == "sumoBrothers/slapSignal") {SlapSignal(entity.beat, true, true);}
|
||||
}
|
||||
|
||||
FindNextGameswitchBeat(beat);
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
bgTypeNext = BGType.None;
|
||||
FindNextGameswitchBeat(beat);
|
||||
}
|
||||
|
||||
|
@ -485,6 +594,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
int stompType = 1;
|
||||
bool startingLeftAfterTransition = false;
|
||||
bool prepareAnimation = true;
|
||||
|
||||
if (startingDirection == 1)
|
||||
{
|
||||
|
@ -498,11 +608,14 @@ namespace HeavenStudio.Games
|
|||
|
||||
if (sumoStatePrevious == SumoState.Slap) {
|
||||
stompType = 3;
|
||||
prepareAnimation = false;
|
||||
|
||||
} else if (sumoStatePrevious == SumoState.Pose) {
|
||||
stompType = 4;
|
||||
prepareAnimation = false;
|
||||
}
|
||||
|
||||
StompRecursive(beat + 3, 1, stompType, startingLeftAfterTransition);
|
||||
StompRecursive(beat + 3, 1, stompType, startingLeftAfterTransition, false, prepareAnimation);
|
||||
|
||||
}
|
||||
|
||||
|
@ -515,15 +628,25 @@ namespace HeavenStudio.Games
|
|||
}, forcePlay: true);
|
||||
}
|
||||
|
||||
private void StompRecursive(double beat, double remaining, int type, bool startingLeftAfterTransition)
|
||||
private void StompRecursive(double beat, double remaining, int type, bool startingLeftAfterTransition, bool autoDecreaseRemaining, bool prepareAnimation)
|
||||
{
|
||||
|
||||
if (sumoState != SumoState.Stomp) { remaining -= 1; }
|
||||
if (sumoState != SumoState.Stomp || autoDecreaseRemaining) { remaining -= 1; }
|
||||
if (beat >= nextGameswitchBeat - 1) { remaining = 0; }
|
||||
|
||||
if (remaining <= 0) { return; }
|
||||
|
||||
if (type == 3) { // Stomp Animation - Transition from Slapping to Stomping
|
||||
if (prepareAnimation)
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { sumoBrotherP.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); }),
|
||||
});
|
||||
}
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { sumoStompDir = true; }),
|
||||
|
@ -550,38 +673,53 @@ namespace HeavenStudio.Games
|
|||
new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} })
|
||||
});
|
||||
} else if (type == 1) { // Stomp Animation - Left Stomp
|
||||
if (prepareAnimation)
|
||||
{
|
||||
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); }),
|
||||
});
|
||||
}
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { sumoStatePrevious = SumoState.Stomp; }),
|
||||
new BeatAction.Action(beat, delegate { sumoStompDir = true; }),
|
||||
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 { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }),
|
||||
new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompR", 0.5f); }),
|
||||
new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} })
|
||||
});
|
||||
} else if (type == 2) { // Stomp Animation - Right Stomp
|
||||
if (prepareAnimation)
|
||||
{
|
||||
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); }),
|
||||
});
|
||||
}
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { sumoStatePrevious = SumoState.Stomp; }),
|
||||
new BeatAction.Action(beat, delegate { sumoStompDir = false; }),
|
||||
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 { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }),
|
||||
new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompL", 0.5f); }),
|
||||
new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} })
|
||||
});
|
||||
}
|
||||
|
||||
if (type == 2 || startingLeftAfterTransition == true) {type = 1;} else { type = 2; }
|
||||
if (type == 2) {type = 1;} else { type = 2; }
|
||||
if (startingLeftAfterTransition && type == 3) {type = 1;}
|
||||
|
||||
|
||||
var stompInput = ScheduleInput(beat , 1, InputAction_BasicPress, StompHit, StompMiss, Nothing);
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { StompRecursive(beat + 2, remaining, type, false); })
|
||||
new BeatAction.Action(beat, delegate { StompRecursive(beat + 2, remaining, type, false, autoDecreaseRemaining, true); })
|
||||
});
|
||||
|
||||
stompInput.IsHittable = () => {
|
||||
|
@ -638,7 +776,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
sumoStatePrevious = sumoState;
|
||||
sumoState = SumoState.Slap;
|
||||
SlapRecursive(beat + 4, 4);
|
||||
SlapRecursive(beat + 4, 4, false, false);
|
||||
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
|
@ -658,25 +796,28 @@ namespace HeavenStudio.Games
|
|||
}, forcePlay: true);
|
||||
}
|
||||
|
||||
private void SlapRecursive(double beat, double remaining)
|
||||
private void SlapRecursive(double beat, double remaining, bool autoDecreaseRemaining, bool slapSwitch)
|
||||
{
|
||||
|
||||
if (sumoState != SumoState.Slap) {remaining -= 1; }
|
||||
if (sumoState != SumoState.Slap || autoDecreaseRemaining) {remaining -= 1; }
|
||||
|
||||
if (remaining <= 0) { return; }
|
||||
|
||||
if (remaining == 1 && sumoState == SumoState.Stomp) {
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
if (remaining <= 1) {
|
||||
if (sumoState == SumoState.Stomp || slapSwitch)
|
||||
{
|
||||
new BeatAction.Action(beat - 0.5, delegate { sumoSlapDir = 2; })
|
||||
});
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat - 0.5, delegate { sumoSlapDir = 2; })
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
ScheduleInput(beat - 1, 1, InputAction_BasicPress, SlapHit, SlapMiss, Nothing);
|
||||
if (beat >= nextGameswitchBeat - 1) { remaining = 0; }
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { SlapRecursive(beat + 1, remaining); })
|
||||
new BeatAction.Action(beat, delegate { SlapRecursive(beat + 1, remaining, autoDecreaseRemaining, slapSwitch); })
|
||||
});
|
||||
|
||||
|
||||
|
@ -1067,6 +1208,101 @@ namespace HeavenStudio.Games
|
|||
camera.position = new Vector3(newPosX, 0, 0);
|
||||
//print("cX: " + cameraX + " cXN: " + cameraXNew + "nPX: " + newPosX + "sSL: " + stompShakeLength);
|
||||
//print("cX: " + cameraX + " cXN: " + cameraXNew + " jSB: " + justStompBeat + " sST: " + stompShakeTimings + " sSV: " + stompShakeValues);
|
||||
} else {
|
||||
camera.position = new Vector3(0, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color startTop, Color endTop, Color startBtm, Color endBtm, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorTopStart = startTop;
|
||||
colorTopEnd = endTop;
|
||||
colorBtmStart = startBtm;
|
||||
colorBtmEnd = endBtm;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
// more stolen code that i took from clap trap lmao
|
||||
|
||||
private void BackgroundColorUpdate() // stolen from tweezers too lol
|
||||
{
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
float newRT = func(colorTopStart.r, colorTopEnd.r, normalizedBeat);
|
||||
float newGT = func(colorTopStart.g, colorTopEnd.g, normalizedBeat);
|
||||
float newBT = func(colorTopStart.b, colorTopEnd.b, normalizedBeat);
|
||||
|
||||
float newRB = func(colorBtmStart.r, colorBtmEnd.r, normalizedBeat);
|
||||
float newGB = func(colorBtmStart.g, colorBtmEnd.g, normalizedBeat);
|
||||
float newBB = func(colorBtmStart.b, colorBtmEnd.b, normalizedBeat);
|
||||
|
||||
bgTop.color = new Color(newRT, newGT, newBT);
|
||||
bgBtm.color = new Color(newRB, newGB, newBB);
|
||||
backgroundMaterial.SetColor("_ColorAlpha", new Color(newRT, newGT, newBT));
|
||||
backgroundMaterial.SetColor("_ColorDelta", new Color(newRB, newGB, newBB));
|
||||
}
|
||||
|
||||
public void ForceInputs(double beat, float length, int forceInputType, int startingDirection, bool startCenter, bool slapSwitch, bool prepareAnimation)
|
||||
{
|
||||
if (forceInputType == 0)
|
||||
{
|
||||
int stompType = 1;
|
||||
bool startingLeftAfterTransition = false;
|
||||
|
||||
if (startingDirection == 1)
|
||||
{
|
||||
startingLeftAfterTransition = true;
|
||||
}
|
||||
|
||||
if (startingDirection == 2)
|
||||
{
|
||||
stompType = 2;
|
||||
}
|
||||
|
||||
if (startCenter)
|
||||
{
|
||||
stompType = 3;
|
||||
}
|
||||
|
||||
var stompAmount = (length + 1) / 2;
|
||||
StompRecursive(beat - 1, stompAmount + 1, stompType, startingLeftAfterTransition, true, prepareAnimation);
|
||||
} else if (forceInputType == 1) {
|
||||
|
||||
var slapAmount = length + 1;
|
||||
sumoSlapDir = 0;
|
||||
SlapRecursive(beat, slapAmount, true, slapSwitch);
|
||||
|
||||
if (prepareAnimation)
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat - 1, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoSlapPrepare",0.5f); }),
|
||||
new BeatAction.Action(beat - 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoSlapPrepare",0.5f); }),
|
||||
new BeatAction.Action(beat - 1, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlap", 0.5f); }),
|
||||
new BeatAction.Action(beat - 1, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlap", 0.5f); })
|
||||
});
|
||||
}
|
||||
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { sumoStatePrevious = SumoState.Slap; })
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void InuSoundsLol(double beat, int sound)
|
||||
{
|
||||
if (sound == 0)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("sumoBrothers/stompSignal");
|
||||
} else if (sound == 1)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("sumoBrothers/slapSignal");
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -131,5 +131,8 @@ MonoBehaviour:
|
|||
- Assets/Scripts/Games/ChargingChicken/ChargingChicken.cs
|
||||
- Assets/Scripts/Games/Kitties/CtrTeppanPlayer.cs
|
||||
- Assets/X-PostProcessing/Effects/PixelizeLed/PixelizeLed.cs
|
||||
- Assets/Scripts/Games/Chameleon/Fly.cs
|
||||
- Assets/Scripts/Games/BouncyRoad/BouncyRoad.cs
|
||||
- Assets/Scripts/Games/Chameleon/Chameleon.cs
|
||||
PathsToSkipImportEvent: []
|
||||
PathsToIgnoreOverwriteSettingOnAttribute: []
|
||||
|
|
Loading…
Reference in a new issue