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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-28 20:43:03 +00:00
fix issues with karate man consecutive punch animations
new AnimationHelper methods specifically for working with states in other layers
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parent
1f9466f442
commit
0d780850b5
3 changed files with 109 additions and 5 deletions
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@ -219,7 +219,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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private bool _lastPunchedHeavy = false;
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public bool Punch(int forceHand = 0, bool touchCharge = false, bool punchedHeavy = false)
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public bool Punch(int forceHand = 0, bool touchCharge = false, bool punchedHeavy = false, double wantBeat = double.MaxValue)
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{
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if (GameManager.instance.currentGame != "karateman") return false;
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var cond = Conductor.instance;
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@ -246,7 +246,8 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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noNuriJabTime = cond.songPositionInBeatsAsDouble;
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break;
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default:
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if (cond.songPositionInBeatsAsDouble <= cond.GetBeatFromSongPos(lastPunchTime + Minigame.NgLateTime() - 1) + 0.25)
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Debug.Log($"Punching with beat {wantBeat} and lastPunchTime {lastPunchTime}");
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if (wantBeat <= cond.GetBeatFromSongPos(lastPunchTime + Minigame.NgLateTime() - 1) + 0.25)
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{
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lastPunchTime = double.MinValue;
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anim.DoScaledAnimationAsync("Straight", 0.5f);
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@ -254,7 +255,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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}
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else
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{
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lastPunchTime = cond.songPositionAsDouble;
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lastPunchTime = cond.GetSongPosFromBeat(wantBeat, true);
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anim.DoScaledAnimationAsync("Jab", 0.5f);
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}
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break;
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@ -765,7 +765,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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var joe = KarateMan.instance.Joe;
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if (state <= -1f || state >= 1f)
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{
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bool straight = joe.Punch(ItemPunchHand(), false, ItemPunchHand() == 2);
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bool straight = joe.Punch(ItemPunchHand(), false, ItemPunchHand() == 2, caller.startBeat + caller.timer);
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startBeat = Conductor.instance.unswungSongPositionInBeatsAsDouble;
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CurrentCurve = ItemCurves[6];
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curveTargetBeat = 1f;
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@ -798,7 +798,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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return;
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}
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}
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bool straight = joe.Punch(ItemPunchHand(), false, ItemPunchHand() == 2);
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bool straight = joe.Punch(ItemPunchHand(), false, ItemPunchHand() == 2, caller.startBeat + caller.timer);
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DoHitExpression(startBeat + 1f);
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ItemHitEffect(straight);
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status = FlyStatus.Hit;
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@ -11,6 +11,14 @@ namespace HeavenStudio.Util
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var stateInfo = anim.GetCurrentAnimatorStateInfo(0);
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return (stateInfo.normalizedTime >= stateInfo.speed || stateInfo.loop) && !anim.IsInTransition(0);
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}
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public static bool IsAnimationNotPlaying(this Animator anim, int layer)
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{
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if (anim == null) return true;
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var stateInfo = anim.GetCurrentAnimatorStateInfo(layer);
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return (stateInfo.normalizedTime >= stateInfo.speed || stateInfo.loop) && !anim.IsInTransition(layer);
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}
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/// <summary>
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/// Returns true if animName is currently playing on animator
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/// </summary>
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@ -24,6 +32,19 @@ namespace HeavenStudio.Util
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return (stateInfo.normalizedTime < stateInfo.speed || stateInfo.loop) && isPlaying;
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}
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/// <summary>
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/// Returns true if animName is currently playing on animator on a specific layer
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/// </summary>
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/// <param name="anim">Animator to check</param>
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/// <param name="animNames">name(s) of animation to look out for</param>
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public static bool IsPlayingAnimationNames(this Animator anim, int layer, params string[] animNames)
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{
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if (anim == null) return false;
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var stateInfo = anim.GetCurrentAnimatorStateInfo(layer);
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var isPlaying = Array.Exists(animNames, animName => stateInfo.IsName(animName));
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return (stateInfo.normalizedTime < stateInfo.speed || stateInfo.loop) && isPlaying;
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}
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/// <summary>
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/// Sets animator's progress on an animation based on current song beat between startTime and length
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/// function must be called in actor's Update loop to update properly
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@ -43,6 +64,27 @@ namespace HeavenStudio.Util
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anim.speed = 1f; //not 0 so these can still play their script events
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}
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/// <summary>
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/// Sets animator's progress on a state based on current song beat between startTime and length
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/// function must be called in actor's Update loop to update properly
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/// also sets the speed of the state 1x speed
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/// Animator must have a float parameter named "{state}_Speed" for this to work, and have the state's speed multiplier mapped to that parameter in the state tree
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/// </summary>
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/// <param name="anim">Animator to update</param>
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/// <param name="state">name of animation to play</param>
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/// <param name="startTime">reference start time of animation (progress 0.0)</param>
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/// <param name="length">duration of animation (progress 1.0)</param>
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/// <param name="timeScale">multiplier for animation progress (smaller values make animation slower)</param>
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/// <param name="animLayer">animator layer to play animation on</param>
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public static void DoScaledState(this Animator anim, string state, double startTime, double length = 1, float timeScale = 1f, int animLayer = -1, bool clamp = false, bool ignoreSwing = true)
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{
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if (anim == null) return;
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float pos = Conductor.instance.GetPositionFromBeat(startTime, length, ignoreSwing: ignoreSwing) * timeScale;
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if (clamp) pos = Mathf.Clamp01(pos);
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anim.Play(state, animLayer, pos);
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anim.SetFloat($"{state}_Speed", 1);
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}
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/// <summary>
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/// Sets animator progress on an animation according to pos
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/// </summary>
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@ -85,6 +127,36 @@ namespace HeavenStudio.Util
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anim.DoScaledAnimationAsync(animName, timeScale, pos, animLayer);
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}
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/// <summary>
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/// Sets the speed of an animation state on an animator, scaled to the BPM, then plays it
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/// Animator must have a float parameter named "{state}Speed" for this to work, and have the state's speed multiplier mapped to that parameter in the state tree
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/// </summary>
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/// <param name="anim">Animator to play animation on</param>
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/// <param name="state">name of animation to play</param>
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/// <param name="timeScale">multiplier for animation speed</param>
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/// <param name="startBeat">beat that this animation would start on</param>
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/// <param name="animLayer">animator layer to play animation on</param>
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public static void DoScaledStateFromBeatAsync(this Animator anim, string animName, float timeScale = 1f, double startBeat = 0, int animLayer = -1)
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{
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if (anim == null) return;
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float pos = 0;
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if (!double.IsNaN(startBeat)) {
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var cond = Conductor.instance;
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var animClip = Array.Find(anim.runtimeAnimatorController.animationClips, x => x.name == animName);
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if (animClip == null) {
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Debug.LogError("Animation clip " + animName + " not found!");
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return;
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}
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double animLength = cond.SecsToBeats(animClip.length, cond.GetBpmAtBeat(startBeat));
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pos = cond.GetPositionFromBeat(startBeat, animLength) * timeScale;
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} else {
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Debug.LogWarning("DoScaledAnimationFromBeatAsync()'s startBeat was NaN; using DoScaledAnimationAsync() instead.");
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}
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anim.DoScaledStateAsync(animName, timeScale, pos, animLayer);
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}
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/// <summary>
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/// Plays animation on animator, scaling speed to song BPM
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/// call this function once, when playing an animation
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@ -101,6 +173,21 @@ namespace HeavenStudio.Util
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anim.speed = (1f / Conductor.instance.pitchedSecPerBeat) * timeScale;
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}
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/// <summary>
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/// Sets the speed of an animation state on an animator, scaled to the BPM, then plays it
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/// Animator must have a float parameter named "{state}Speed" for this to work, and have the state's speed multiplier mapped to that parameter in the state tree
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/// </summary>
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/// <param name="anim">Animator to play animation on</param>
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/// <param name="state">name of animation to play</param>
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/// <param name="timeScale">multiplier for animation speed</param>
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/// <param name="startPos">starting progress of animation</param>
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/// <param name="animLayer">animator layer to play animation on</param>
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public static void DoScaledStateAsync(this Animator anim, string state, float timeScale = 1f, float startPos = 0f, int animLayer = -1)
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{
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if (anim == null) return;
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anim.PlayStateAtSpeed(state, (1f / Conductor.instance.pitchedSecPerBeat) * timeScale, startPos, animLayer);
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}
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public static void SetScaledAnimationSpeed(this Animator anim, float timeScale = 0.5f)
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{
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if (anim == null) return;
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@ -121,5 +208,21 @@ namespace HeavenStudio.Util
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anim.Play(animName, animLayer, startPos);
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anim.speed = 1f;
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}
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/// <summary>
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/// Sets the speed of an animation state on an animator, then plays it
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/// Animator must have a float parameter named "{state}_Speed" for this to work, and have the state's speed multiplier mapped to that parameter in the state tree
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/// </summary>
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/// <param name="anim">Animator to play animation on</param>
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/// <param name="state">name of animation to play</param>
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/// <param name="timeScale">multiplier for animation speed</param>
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/// <param name="startPos">starting progress of animation</param>
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/// <param name="animLayer">animator layer to play animation on</param>
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public static void PlayStateAtSpeed(this Animator anim, string state, float timeScale = 1f, float startPos = 0f, int animLayer = -1)
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{
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if (anim == null) return;
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anim.SetFloat($"{state}_Speed", timeScale);
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anim.Play(state, animLayer, startPos);
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}
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}
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}
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