Sumo Brothers Bug Fixes & New Pose (#710)

* Bug Fixes

Un-interpolated the Inu Sensei alarm animation. Fixed the incorrect player stomp animation playing if it was the final one. Redid background to be more accurate + added some "fun" extension to it. Added the ability to cue in a slap/stomp signal while another game is inactive.

* Sumo Pose anims v3

Added all the 3rd (non-miss) pose animations. The random pose option can now finally be random with another pose to choose from. Also made a minor tweak to how cueing in from another game works.

* Sumo Pose anims v3.5

Added the missing miss animations for the new poses. Also extended the background a lot more (I love the remixer).
This commit is contained in:
RaffyTaffy14 2024-02-23 20:21:28 -05:00 committed by GitHub
parent b5ba278622
commit 12572f75ae
52 changed files with 146735 additions and 779 deletions

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View file

@ -45,10 +45,10 @@ namespace HeavenStudio.Games.Loaders
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Bop(e.beat, e.length, e["bopInu"], e["bopSumo"], e["bopInuAuto"], e["bopSumoAuto"]); },
parameters = new List<Param>()
{
new Param("bopInu", true, "Bop Inu", "Whether Inu Sensei should bop."),
new Param("bopSumo", true, "Bop Sumo", "Whether the Sumo Brothers should bop."),
new Param("bopInuAuto", false, "Bop Inu (Auto)", "Whether Inu Sensei should bop automatically."),
new Param("bopSumoAuto", false, "Bop Sumo (Auto)", "Whether the Sumo Brothers should bop automatically."),
new Param("bopInu", true, "Inu Sensei", "Whether Inu Sensei should bop."),
new Param("bopSumo", true, "Sumo Brothers", "Whether the Sumo Brothers should bop."),
new Param("bopInuAuto", false, "Inu Sensei (Auto)", "Whether Inu Sensei should bop automatically."),
new Param("bopSumoAuto", false, "Sumo Brothers (Auto)", "Whether the Sumo Brothers should bop automatically."),
},
defaultLength = 1f,
resizable = true
@ -68,23 +68,25 @@ namespace HeavenStudio.Games.Loaders
new GameAction("stompSignal", "Stomp Signal")
{
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.StompSignal(e.beat, e["mute"], e["look"]); },
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.StompSignal(e.beat, e["mute"], !e["mute"], e["look"]); },
parameters = new List<Param>()
{
new Param("mute", false, "Mute", "Disables Inu Sensei's sound cues and animations."),
new Param("look", true, "Look Forward", "The Sumo Brothers will look at the camera if transitioning from slapping.")
},
inactiveFunction = delegate { var e = eventCaller.currentEntity; if (!e["mute"]) { SumoBrothers.StompSignalSound(e.beat);} },
defaultLength = 4f,
priority = 4
},
new GameAction("slapSignal", "Slap Signal")
{
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.SlapSignal(e.beat, e["mute"]); },
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.SlapSignal(e.beat, e["mute"], !e["mute"]); },
parameters = new List<Param>()
{
new Param("mute", false, "Mute", "Disables Inu Sensei's sound cues and animations.")
},
inactiveFunction = delegate { var e = eventCaller.currentEntity; if (!e["mute"]) { SumoBrothers.SlapSignalSound(e.beat);} },
defaultLength = 4f,
priority = 3
},
@ -97,7 +99,7 @@ namespace HeavenStudio.Games.Loaders
{
new Param.CollapseParam((x, _) => !(bool)x, new string[] { "type" })
}),
new Param("type", new EntityTypes.Integer(1, 2, 1), "Pose", "The pose that the Sumo Brothers will make."),
new Param("type", new EntityTypes.Integer(1, 3, 1), "Pose", "The pose that the Sumo Brothers will make."),
new Param("bg", SumoBrothers.BGType.None, "Background", "The background that appears on a successful input."),
new Param("confetti", false, "Confetti (WIP)", "Confetti particles will fly everywhere on a successful input.")
},
@ -116,7 +118,11 @@ namespace HeavenStudio.Games.Loaders
resizable = true
},
});
}
//new List<string>() { "ctr", "keep" },
//"ctrsumou", "jp",
//new List<string>() { }
);
}
}
}
@ -280,8 +286,27 @@ namespace HeavenStudio.Games
sumoBrotherPHead.DoScaledAnimationAsync("SumoPMiss");
}
}
}
public override void OnGameSwitch(double beat) // stole code from manzai
{
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.
{
break;
}
if((entity.datamodel != "sumoBrothers/stompSignal" && entity.datamodel != "sumoBrothers/slapSignal") || entity.beat + entity.length < beat)
{
continue;
}
bool isOnGameSwitchBeat = entity.beat == beat;
if(entity.datamodel == "sumoBrothers/stompSignal") {StompSignal(entity.beat, true, true, entity["look"]);}
if(entity.datamodel == "sumoBrothers/slapSignal") {SlapSignal(entity.beat, true, true);}
}
//SetEndBeat(beat);
}
public override void OnLateBeatPulse(double beat)
{
@ -316,6 +341,17 @@ namespace HeavenStudio.Games
print("sumo pose type: " + sumoPoseType);
}
/*private void SetEndBeat(double beat) // code stolen from crop stomp, slightly modified
{
var nextEnd = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" }).Find(e => e.beat > beat);
double nextEndBeat = nextEnd?.beat ?? double.MaxValue;
var firstEnd = GameManager.instance.Beatmap.Entities.Find(c => c.datamodel == "cropStomp/end" && c.beat >= beat && c.beat < nextEndBeat);
if (firstEnd != null) {
marchEndBeat = firstEnd.beat;
}
}*/
public void Bop(double beat, float length, bool inu, bool sumo, bool inuAuto, bool sumoAuto)
{
goBopInu = inuAuto;
@ -357,7 +393,7 @@ namespace HeavenStudio.Games
}
public void StompSignal(double beat, bool mute, bool lookatcam)
public void StompSignal(double beat, bool mute, bool inu, bool lookatcam)
{
if (sumoState == SumoState.Stomp || cueCurrentlyActive)
{
@ -379,7 +415,7 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat + 3, delegate { allowBopSumo = false; })
});
if (mute == false)
if (inu && conductor.songPosBeat <= beat + 2)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
@ -387,49 +423,55 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat, delegate { inuSensei.DoScaledAnimationAsync("InuBeatChange", 0.5f); }),
new BeatAction.Action(beat + 2, delegate { inuSensei.DoScaledAnimationAsync("InuBeatChange", 0.5f); })
});
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("sumoBrothers/stompsignal", beat),
new MultiSound.Sound("sumoBrothers/stompsignal", beat + 2f)
}, forcePlay: true);
}
if (mute == false) { StompSignalSound(beat); }
sumoStatePrevious = sumoState;
sumoState = SumoState.Stomp;
int firstStomp = 0;
int stompType = 1;
if (sumoStatePrevious == SumoState.Slap) {
firstStomp = 1;
stompType = 3;
} else if (sumoStatePrevious == SumoState.Pose) {
firstStomp = 2;
stompType = 4;
}
StompRecursive(beat + 3, 1, firstStomp);
StompRecursive(beat + 3, 1, stompType);
}
private void StompRecursive(double beat, double remaining, int firstStomp)
public static void StompSignalSound(double beat)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("sumoBrothers/stompsignal", beat),
new MultiSound.Sound("sumoBrothers/stompsignal", beat + 2f)
}, forcePlay: true);
}
private void StompRecursive(double beat, double remaining, int type)
{
if (sumoState != SumoState.Stomp) { remaining -= 1; }
if (remaining <= 0) { return; }
if (firstStomp == 1) { // Stomp Animation - Transition from Slapping to Stomping
if (type == 3) { // Stomp Animation - Transition from Slapping to Stomping
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { sumoStompDir = true; }),
new BeatAction.Action(beat + 1, delegate { sumoStatePrevious = SumoState.Stomp; }),
new BeatAction.Action(beat + 1, delegate { lookingAtCamera = false; }),
new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompL", 0.5f); }),
new BeatAction.Action(beat + 1, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }),
new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} })
});
} else if (firstStomp == 2) { // Stomp Animation - Transition from Posing to Stomping
} else if (type == 4) { // Stomp Animation - Transition from Posing to Stomping
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { sumoStompDir = true; }),
new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoPoseSwitch",0.5f); }),
new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoPoseSwitch",0.5f); }),
new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp",0.5f); }),
@ -439,10 +481,11 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat + 1, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }),
new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} })
});
} else if (sumoStompDir) { // Stomp Animation - Left Stomp
} else if (type == 1) { // Stomp Animation - Left Stomp
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); }),
@ -450,10 +493,11 @@ namespace HeavenStudio.Games
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 { // Stomp Animation - Right Stomp
} else if (type == 2) { // Stomp Animation - Right Stomp
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); }),
@ -462,12 +506,14 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} })
});
}
if (type == 2) {type = 1;} else { type = 2; }
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, 0); })
new BeatAction.Action(beat, delegate { StompRecursive(beat + 2, remaining, type); })
});
stompInput.IsHittable = () => {
@ -475,14 +521,12 @@ namespace HeavenStudio.Games
};
if (sumoStompDir) { sumoStompDir = false;}
else
{ sumoStompDir = true;}
print("sumo stomp dir: " + sumoStompDir);
}
public void SlapSignal(double beat, bool mute)
public void SlapSignal(double beat, bool mute, bool inu)
{
if (sumoState == SumoState.Slap || cueCurrentlyActive)
{
@ -506,7 +550,7 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat + 3, delegate { if (sumoStatePrevious == SumoState.Pose) sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp",0.5f); })
});
if (mute == false)
if (inu && conductor.songPosBeat <= beat + 3)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
@ -517,16 +561,10 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat + 3, delegate { inuSensei.DoScaledAnimationAsync("InuBeatChange", 0.5f); }),
new BeatAction.Action(beat + 3, delegate { allowBopInu = true; })
});
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("sumoBrothers/slapsignal", beat),
new MultiSound.Sound("sumoBrothers/slapsignal", beat + 1f),
new MultiSound.Sound("sumoBrothers/slapsignal", beat + 2f),
new MultiSound.Sound("sumoBrothers/slapsignal", beat + 3f)
}, forcePlay: true);
}
if (mute == false) { SlapSignalSound(beat); }
sumoStatePrevious = sumoState;
sumoState = SumoState.Slap;
SlapRecursive(beat + 4, 4);
@ -538,6 +576,17 @@ namespace HeavenStudio.Games
}
public static void SlapSignalSound(double beat)
{
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("sumoBrothers/slapsignal", beat),
new MultiSound.Sound("sumoBrothers/slapsignal", beat + 1f),
new MultiSound.Sound("sumoBrothers/slapsignal", beat + 2f),
new MultiSound.Sound("sumoBrothers/slapsignal", beat + 3f)
}, forcePlay: true);
}
private void SlapRecursive(double beat, double remaining)
{
@ -605,10 +654,10 @@ namespace HeavenStudio.Games
sumoState = SumoState.Pose;
if (sumoPoseTypeNext > 0 & randomPose) {
poseType = UnityEngine.Random.Range(1, 2);
poseType = UnityEngine.Random.Range(1, 3);
if (poseType >= sumoPoseTypeNext) poseType++;
} else if (randomPose) {
poseType = UnityEngine.Random.Range(1, 3);
poseType = UnityEngine.Random.Range(1, 4);
}
var cond = Conductor.instance;