mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 21:55:09 +00:00
727ec7a3a1
Added color persistence between game switches for most of the games in the nightly that needed it: - Basketball Girls - Bouncy Road - Chameleon - Clap Trap - Fillbots - Frog Princess - Sick Beats - Sumo Brothers Slot Monster has none yet, because its color changing is a little different lol
1326 lines
62 KiB
C#
1326 lines
62 KiB
C#
// 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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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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using static Minigames;
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public static class CtrSumouLoader
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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", "EDED15", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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{
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Bop(e.beat, e.length, e["bopInu"], e["bopSumo"], e["bopInuAuto"], e["bopSumoAuto"]); },
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parameters = new List<Param>()
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{
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new Param("bopInu", true, "Inu Sensei", "Whether Inu Sensei should bop."),
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new Param("bopSumo", true, "Sumo Brothers", "Whether the Sumo Brothers should bop."),
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new Param("bopInuAuto", false, "Inu Sensei (Auto)", "Whether Inu Sensei should bop automatically."),
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new Param("bopSumoAuto", false, "Sumo Brothers (Auto)", "Whether the Sumo Brothers should bop automatically."),
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},
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defaultLength = 1f,
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resizable = true
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},
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new GameAction("crouch", "Crouch")
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{
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Crouch(e.beat, e.length, e["inuT"], e["sumoT"]); },
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parameters = new List<Param>()
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{
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new Param("inuT", true, "Inu Sensei", "Whether Inu Sensei should crouch."),
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new Param("sumoT", true, "Sumo Brothers", "Whether the Sumo Brothers should crouch.")
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},
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defaultLength = 1f,
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resizable = true
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},
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new GameAction("stompSignal", "Stomp Signal")
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{
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.StompSignal(e.beat, e["mute"], !e["mute"], e["look"], e["direction"]); },
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parameters = new List<Param>()
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{
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new Param("mute", false, "Mute", "Disables Inu Sensei's sound cues and animations."),
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new Param("look", true, "Look at Camera", "The Sumo Brothers will look at the camera if transitioning from slapping."),
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new Param("direction", SumoBrothers.StompDirection.Automatic, "Stomp Direction", "Which direction the Sumo Brothers will begin stomping in."),
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},
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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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priority = 4
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},
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new GameAction("slapSignal", "Slap Signal")
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{
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.SlapSignal(e.beat, e["mute"], !e["mute"]); },
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parameters = new List<Param>()
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{
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new Param("mute", false, "Mute", "Disables Inu Sensei's sound cues and animations.")
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},
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inactiveFunction = delegate { var e = eventCaller.currentEntity; if (!e["mute"]) { SumoBrothers.SlapSignalSound(e.beat);} },
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defaultLength = 4f,
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priority = 3
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},
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new GameAction("endPose", "Finishing Pose")
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{
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.EndPose(e.beat, e["random"], e["type"], e["bg"], e["confetti"], e["alternate"], e["throw"]); },
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parameters = new List<Param>()
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{ new Param("random", true, "Random Pose", "Picks a random pose that will play on a successful input. Does not include the finale pose.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => !(bool)x, new string[] { "type" })
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}),
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new Param("type", SumoBrothers.PoseType.Squat, "Pose", "The pose variant that the Sumo Brothers perform on a successful input.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (int)x == (int)SumoBrothers.PoseType.Finale, new string[] { "throw" })
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}),
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new Param("throw", true, "Throw Glasses", "If the Blue Sumo Brother will throw his glasses on a successful input."),
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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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{
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new Param.CollapseParam((x, _) => !(bool)x, new string[] { "bg" })
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}),
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new Param("bg", SumoBrothers.BGType.GreatWave, "Background", "The background that appears on a successful input."),
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new Param("confetti", true, "Confetti (WIP)", "Confetti particles will fly everywhere on a successful input.")
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},
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defaultLength = 5f,
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priority = 2
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},
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new GameAction("background color", "Background Appearance")
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{
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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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{
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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."),
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new Param("colorTo", SumoBrothers.defaultBgTopColor, "Color A End", "Set the top-most color of the background gradient at the end of the event."),
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new Param("colorFrom2", SumoBrothers.defaultBgBtmColor, "Color B Start", "Set the bottom-most color of the background gradient at the start of the event."),
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new Param("colorTo2", SumoBrothers.defaultBgBtmColor, "Color B End", "Set the bottom-most color of the background gradient at the end of the event."),
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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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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); },
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/*parameters = new List<Param>()
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{
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new Param("look", true, "Look at Camera", "Whether the Sumo Brothers will look at the camera while slapping."),
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},*/
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defaultLength = 1f,
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resizable = true
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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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{
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new Param.CollapseParam((x, _) => (int)x == (int)SumoBrothers.ForceInputType.Slap, new string[] { "switch" }),
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new Param.CollapseParam((x, _) => (int)x == (int)SumoBrothers.ForceInputType.Stomp, new string[] { "direction", "center" })
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}),
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new Param("direction", SumoBrothers.StompDirection.Automatic, "Stomp Direction", "Which direction the Sumo Brothers will begin stomping in."),
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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."),
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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,
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preFunctionLength = 1,
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},
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/*new GameAction("inusoundslol", "Inu Sounds (Only here because I can't build the damn asset bundles without everything breaking)")
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{
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function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.InuSoundsLol(e.beat, e["type"]); },
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parameters = new List<Param>()
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{
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new Param("type", new EntityTypes.Integer(0, 1, 0), "sound", "i am so desperate to get my showcase thingy out lol."),
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},
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defaultLength = 1.69f,
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},*/
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},
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// Sumo asset bundles are really bugged for some reason, having almost all the head animations break
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//new List<string>() { "ctr", "keep" },
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//"ctrsumou", "en",
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new List<string>() { },
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chronologicalSortKey: 31
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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// using Scripts_SumoBrothers;
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public class SumoBrothers : Minigame
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{
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private static Color _defaultBgTopColor;
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public static Color defaultBgTopColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#FFFF02", out _defaultBgTopColor);
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return _defaultBgTopColor;
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}
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}
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private static Color _defaultBgBtmColor;
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public static Color defaultBgBtmColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#FFFF73", out _defaultBgBtmColor);
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return _defaultBgBtmColor;
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}
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}
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[Header("Animators")]
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[SerializeField] Animator inuSensei;
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[SerializeField] Animator sumoBrotherP;
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[SerializeField] Animator sumoBrotherG;
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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 glasses;
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[SerializeField] Animator dust;
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[SerializeField] Animator bgMove;
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[SerializeField] Animator bgStatic;
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[Header("Background Colors")]
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public Material backgroundMaterial;
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public SpriteRenderer bgTop;
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public SpriteRenderer bgBtm;
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// copypasted my stolen code from clap trap lmao
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// i stole these from rhythm tweezers lol
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private double colorStartBeat = -1;
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private float colorLength = 0f;
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private Color colorTopStart; //obviously put to the default color of the game
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private Color colorBtmStart;
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private Color colorTopEnd;
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private Color colorBtmEnd;
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private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
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Tween bgColorTween;
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private SpriteRenderer backgroundTopColor;
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private SpriteRenderer backgroundBtmColor;
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[Header("Properties")]
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/*static List<queuedSumoInputs> queuedInputs = new List<queuedSumoInputs>();
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public struct queuedSumoInputs
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{
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public float beat;
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public int cue;
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public int poseType;
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public int poseBG;
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}*/
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[SerializeField] private Transform camera;
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public float cameraX = 0f;
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public float cameraXNew = 0f;
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private double justStompBeat;
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private double stompShakeLength;
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public double stompShakeSpeed;
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public List<double> stompShakeTimings = new List<double>();
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public List<float> stompShakeValues = new List<float>();
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private bool goBopSumo;
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private bool goBopInu;
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private bool allowBopSumo;
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private bool allowBopInu;
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private bool sumoStompDir;
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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;
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private double nextGameswitchBeat = -1;
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private bool lookingAtCamera = false;
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//private double lastReportedBeat = 0f; Unused value - Marc
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private bool cueCurrentlyActive;
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private double cueCurrentlyActiveBeat;
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//private var stompInput;
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const int IAAltDownCat = IAMAXCAT;
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public static SumoBrothers instance;
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public enum PoseType
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{
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Squat = 1,
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Stance = 2,
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Pointing = 3,
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Finale = 4,
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// finale but without throwing glasses will just be = 5
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Dab = 6,
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}
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public enum BGType
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{
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None = 2,
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GreatWave = 0,
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OtaniOniji = 1,
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Nerd = 3,
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}
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private BGType bgType = BGType.None;
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static public BGType bgTypeNext = BGType.None;
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public enum StompDirection
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{
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Automatic = 0,
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Left = 1,
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Right = 2,
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}
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public enum ForceInputType
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{
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Stomp = 0,
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Slap = 1,
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//Pose? lolololololol
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}
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private enum SumoState
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{
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Idle,
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Slap,
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Stomp,
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Pose
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}
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private SumoState sumoState = SumoState.Idle;
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private SumoState sumoStatePrevious = SumoState.Idle;
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protected static bool IA_PadAltPress(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
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}
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protected static bool IA_BatonAltPress(out double dt)
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{
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return PlayerInput.GetSqueezeDown(out dt);
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}
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protected static bool IA_TouchAltPress(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
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&& instance.IsExpectingInputNow(InputAction_Alt);
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}
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public static PlayerInput.InputAction InputAction_Alt =
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new("CtrSumouAlt", new int[] { IAAltDownCat, IAFlickCat, IAAltDownCat },
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IA_PadAltPress, IA_TouchFlick, IA_BatonAltPress);
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// Start is called before the first frame update
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void Awake()
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{
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goBopInu = true;
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goBopSumo = true;
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allowBopInu = true;
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allowBopSumo = true;
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instance = this;
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cueCurrentlyActive = false;
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sumoStompDir = false;
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sumoSlapDir = 0;
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sumoPoseType = 0;
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sumoPoseTypeNext = 0;
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var beat = Conductor.instance.songPositionInBeatsAsDouble;
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backgroundMaterial.SetColor("_ColorAlpha", defaultBgTopColor);
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backgroundMaterial.SetColor("_ColorDelta", defaultBgBtmColor);
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bgTop.color = defaultBgTopColor;
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bgBtm.color = defaultBgBtmColor;
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colorTopStart = defaultBgTopColor;
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colorTopEnd = defaultBgTopColor;
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colorBtmStart = defaultBgBtmColor;
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colorBtmEnd = defaultBgBtmColor;
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}
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void OnDestroy()
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{
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/*if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
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{
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if (queuedInputs.Count > 0) queuedInputs.Clear();
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}*/
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}
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// Update is called once per frame
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void Update()
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{
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var cond = Conductor.instance;
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if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_Alt))
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{
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// Slap whiffs
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if (sumoStatePrevious == SumoState.Slap || sumoStatePrevious == SumoState.Idle)
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{
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SoundByte.PlayOneShotGame("sumoBrothers/whiff");
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if (lookingAtCamera) {
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sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlapLook");
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} else {
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sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlap");
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}
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if (sumoSlapDir == 2) {
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sumoBrotherP.DoScaledAnimationAsync("SumoSlapToStomp", 0.5f);
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} else if (sumoSlapDir == 1) {
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sumoBrotherP.DoScaledAnimationAsync("SumoSlapFront", 0.5f);
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} else {
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sumoBrotherP.DoScaledAnimationAsync("SumoSlapBack", 0.5f);
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}
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}
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// Stomp whiffs
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if (sumoStatePrevious == SumoState.Stomp && !sumoBrotherP.IsPlayingAnimationNames("SumoStompMiss"))
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{
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SoundByte.PlayOneShotGame("sumoBrothers/miss");
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inuSensei.DoScaledAnimationAsync("InuFloatMiss", 0.5f);
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sumoBrotherP.DoScaledAnimationAsync("SumoStompMiss", 0.5f);
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sumoBrotherPHead.DoScaledAnimationAsync("SumoPMiss");
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}
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}
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StompShake();
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BackgroundColorUpdate();
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}
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public override void OnGameSwitch(double beat) // stole code from manzai
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{
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FindNextGameswitchBeat(beat);
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PersistColor(beat);
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foreach(var entity in GameManager.instance.Beatmap.Entities)
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{
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if(entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine.
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{
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break;
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}
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if((entity.datamodel != "sumoBrothers/stompSignal" && entity.datamodel != "sumoBrothers/slapSignal") || entity.beat + entity.length < beat)
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{
|
|
continue;
|
|
}
|
|
bool isOnGameSwitchBeat = entity.beat == beat;
|
|
if(entity.datamodel == "sumoBrothers/stompSignal") {StompSignal(entity.beat, true, true, entity["look"], entity["direction"]);}
|
|
if(entity.datamodel == "sumoBrothers/slapSignal") {SlapSignal(entity.beat, true, true);}
|
|
}
|
|
}
|
|
|
|
public override void OnPlay(double beat)
|
|
{
|
|
bgTypeNext = BGType.None;
|
|
FindNextGameswitchBeat(beat);
|
|
PersistColor(beat);
|
|
|
|
}
|
|
|
|
private void FindNextGameswitchBeat(double beat)
|
|
{ // some of this code was made by astrl thanks
|
|
var nextGameswitch = gameManager.Beatmap.Entities.Find(e => e.beat > beat && e.datamodel != "gameManager/switchGame/sumoBrothers" && e.datamodel.Length >= "gameManager/switchGame".Length && e.datamodel[..("gameManager/switchGame".Length)] == "gameManager/switchGame");
|
|
if ( nextGameswitch != null) { nextGameswitchBeat = nextGameswitch.beat; } else { nextGameswitchBeat = double.MaxValue;}
|
|
//print(nextGameswitchBeat);
|
|
}
|
|
|
|
public override void OnLateBeatPulse(double beat)
|
|
{
|
|
if (allowBopInu)
|
|
{
|
|
if (goBopInu)
|
|
{
|
|
inuSensei.DoScaledAnimationAsync("InuBop", 0.5f);
|
|
}
|
|
else
|
|
{
|
|
// inuSensei.DoScaledAnimationAsync("InuIdle", 0.5f);
|
|
}
|
|
|
|
}
|
|
|
|
if (allowBopSumo)
|
|
{
|
|
if(goBopSumo)
|
|
{
|
|
BrosBop();
|
|
}
|
|
else
|
|
{
|
|
// sumoBrotherP.DoScaledAnimationAsync("SumoIdle", 0.5f);
|
|
// sumoBrotherG.DoScaledAnimationAsync("SumoIdle", 0.5f);
|
|
}
|
|
|
|
}
|
|
|
|
//print("current sumo state: " + sumoState + " and previous sumo state: " + sumoStatePrevious);
|
|
//print("sumo pose type: " + sumoPoseType);
|
|
}
|
|
|
|
public void Bop(double beat, float length, bool inu, bool sumo, bool inuAuto, bool sumoAuto)
|
|
{
|
|
goBopInu = inuAuto;
|
|
goBopSumo = sumoAuto;
|
|
|
|
if (inu || sumo)
|
|
{
|
|
List<BeatAction.Action> bops = new List<BeatAction.Action>();
|
|
for (int i = 0; i < length; i++)
|
|
{
|
|
bops.Add(new BeatAction.Action(beat + i, delegate
|
|
{
|
|
if (inu)
|
|
{
|
|
inuSensei.DoScaledAnimationAsync("InuBop", 0.5f);
|
|
}
|
|
if (sumo)
|
|
{
|
|
BrosBop();
|
|
}
|
|
}));
|
|
}
|
|
BeatAction.New(instance, bops);
|
|
}
|
|
|
|
}
|
|
|
|
private void BrosBop()
|
|
{
|
|
if (sumoStatePrevious == SumoState.Idle) {
|
|
sumoBrotherP.DoScaledAnimationAsync("SumoBop", 0.5f);
|
|
sumoBrotherG.DoScaledAnimationAsync("SumoBop", 0.5f);
|
|
sumoBrotherPHead.DoScaledAnimationAsync("SumoPIdle", 0.5f);
|
|
sumoBrotherGHead.DoScaledAnimationAsync("SumoGIdle", 0.5f);
|
|
} else if (sumoStatePrevious == SumoState.Pose) {
|
|
sumoBrotherP.DoScaledAnimationAsync("SumoPosePBop" + sumoPoseTypeCurrent, 0.5f);
|
|
sumoBrotherG.DoScaledAnimationAsync("SumoPoseGBop" + sumoPoseTypeCurrent, 0.5f);
|
|
}
|
|
|
|
}
|
|
|
|
public void StompSignal(double beat, bool mute, bool inu, bool lookatcam, int startingDirection)
|
|
{
|
|
if (sumoState == SumoState.Stomp || cueCurrentlyActive)
|
|
{
|
|
return;
|
|
}
|
|
|
|
CueRunning(beat + 3);
|
|
// true = left, false = right
|
|
// Automatic = 0, Left = 1, Right = 2
|
|
/*if (startingDirection != 2)
|
|
{
|
|
sumoStompDir = true;
|
|
} else {
|
|
sumoStompDir = false;
|
|
}*/
|
|
|
|
|
|
if (lookatcam && sumoState == SumoState.Slap) {
|
|
lookingAtCamera = true;
|
|
sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlapLook", 0.5f);
|
|
sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlapLook", 0.5f);
|
|
|
|
}
|
|
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + 3, delegate { allowBopSumo = false; })
|
|
});
|
|
|
|
if (inu && conductor.songPosBeat <= beat + 2)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { allowBopInu = false; }),
|
|
new BeatAction.Action(beat, delegate { inuSensei.DoScaledAnimationAsync("InuBeatChange", 0.5f); }),
|
|
new BeatAction.Action(beat + 2, delegate { inuSensei.DoScaledAnimationAsync("InuBeatChange", 0.5f); })
|
|
});
|
|
}
|
|
|
|
if (mute == false) { StompSignalSound(beat); }
|
|
|
|
sumoStatePrevious = sumoState;
|
|
sumoState = SumoState.Stomp;
|
|
|
|
int stompType = 1;
|
|
bool startingLeftAfterTransition = false;
|
|
bool prepareAnimation = true;
|
|
|
|
if (startingDirection == 1)
|
|
{
|
|
startingLeftAfterTransition = true;
|
|
}
|
|
|
|
if (startingDirection == 2)
|
|
{
|
|
stompType = 2;
|
|
}
|
|
|
|
if (sumoStatePrevious == SumoState.Slap) {
|
|
stompType = 3;
|
|
prepareAnimation = false;
|
|
|
|
} else if (sumoStatePrevious == SumoState.Pose) {
|
|
stompType = 4;
|
|
prepareAnimation = false;
|
|
}
|
|
|
|
StompRecursive(beat + 3, 1, stompType, startingLeftAfterTransition, false, prepareAnimation);
|
|
|
|
}
|
|
|
|
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, bool startingLeftAfterTransition, bool autoDecreaseRemaining, bool prepareAnimation)
|
|
{
|
|
|
|
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; }),
|
|
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 (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); }),
|
|
new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp",0.5f); }),
|
|
new BeatAction.Action(beat, delegate { bgStatic.DoScaledAnimationAsync("empty", 0.5f); }),
|
|
new BeatAction.Action(beat, delegate { glasses.DoScaledAnimationAsync("glassesGone", 0.5f); }),
|
|
new BeatAction.Action(beat, delegate { bgType = BGType.None; }),
|
|
new BeatAction.Action(beat + 1, delegate { sumoStatePrevious = SumoState.Stomp; }),
|
|
new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompR", 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 (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 + 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 + 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) {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, autoDecreaseRemaining, true); })
|
|
});
|
|
|
|
stompInput.IsHittable = () => {
|
|
return !sumoBrotherP.IsPlayingAnimationNames("SumoStompMiss");
|
|
};
|
|
|
|
|
|
|
|
//print("sumo stomp dir: " + sumoStompDir);
|
|
|
|
}
|
|
|
|
public void SlapSignal(double beat, bool mute, bool inu)
|
|
{
|
|
if (sumoState == SumoState.Slap || cueCurrentlyActive)
|
|
{
|
|
return;
|
|
}
|
|
|
|
CueRunning(beat + 3);
|
|
|
|
sumoSlapDir = 0;
|
|
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + 3, delegate { allowBopSumo = false; }),
|
|
new BeatAction.Action(beat + 3, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoSlapPrepare",0.5f); }),
|
|
new BeatAction.Action(beat + 3, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoSlapPrepare", 0.5f); }),
|
|
new BeatAction.Action(beat + 3, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlap", 0.5f); }),
|
|
new BeatAction.Action(beat + 3, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlap", 0.5f); }),
|
|
new BeatAction.Action(beat + 3, delegate { bgStatic.DoScaledAnimationAsync("empty", 0.5f); }),
|
|
new BeatAction.Action(beat + 3, delegate { glasses.DoScaledAnimationAsync("glassesGone", 0.5f); }),
|
|
new BeatAction.Action(beat + 3, delegate { bgType = BGType.None; }),
|
|
new BeatAction.Action(beat + 3, delegate { if (sumoStatePrevious == SumoState.Pose) sumoBrotherP.DoScaledAnimationAsync("SumoPoseSwitch",0.5f); }),
|
|
new BeatAction.Action(beat + 3, delegate { if (sumoStatePrevious == SumoState.Pose) sumoBrotherG.DoScaledAnimationAsync("SumoPoseSwitch",0.5f); }),
|
|
new BeatAction.Action(beat + 3, delegate { if (sumoStatePrevious == SumoState.Pose) sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp",0.5f); }),
|
|
new BeatAction.Action(beat + 3, delegate { if (sumoStatePrevious == SumoState.Pose) sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp",0.5f); })
|
|
});
|
|
|
|
if (inu && conductor.songPosBeat <= beat + 3)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { allowBopInu = false; }),
|
|
new BeatAction.Action(beat, delegate { inuSensei.DoScaledAnimationAsync("InuBeatChange", 0.5f); }),
|
|
new BeatAction.Action(beat + 1, delegate { inuSensei.DoScaledAnimationAsync("InuBeatChange", 0.5f); }),
|
|
new BeatAction.Action(beat + 2, delegate { inuSensei.DoScaledAnimationAsync("InuBeatChange", 0.5f); }),
|
|
new BeatAction.Action(beat + 3, delegate { inuSensei.DoScaledAnimationAsync("InuBeatChange", 0.5f); }),
|
|
new BeatAction.Action(beat + 3, delegate { allowBopInu = true; })
|
|
});
|
|
}
|
|
|
|
if (mute == false) { SlapSignalSound(beat); }
|
|
|
|
sumoStatePrevious = sumoState;
|
|
sumoState = SumoState.Slap;
|
|
SlapRecursive(beat + 4, 4, false, false);
|
|
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + 4, delegate { sumoStatePrevious = SumoState.Slap; })
|
|
});
|
|
|
|
}
|
|
|
|
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, bool autoDecreaseRemaining, bool slapSwitch)
|
|
{
|
|
|
|
if (sumoState != SumoState.Slap || autoDecreaseRemaining) {remaining -= 1; }
|
|
|
|
if (remaining <= 0) { return; }
|
|
|
|
if (remaining <= 1) {
|
|
if (sumoState == SumoState.Stomp || slapSwitch)
|
|
{
|
|
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, autoDecreaseRemaining, slapSwitch); })
|
|
});
|
|
|
|
|
|
|
|
//print("the sumo slap direction:" + sumoSlapDir);
|
|
}
|
|
|
|
public void Crouch(double beat, float length, bool inu, bool sumo)
|
|
{
|
|
if (sumoStatePrevious == SumoState.Idle) {
|
|
|
|
if (inu) { allowBopInu = false; inuSensei.DoScaledAnimationAsync("InuCrouch", 0.5f); }
|
|
if (sumo) { sumoBrotherP.DoScaledAnimationAsync("SumoCrouch", 0.5f); sumoBrotherG.DoScaledAnimationAsync("SumoCrouch", 0.5f);
|
|
allowBopSumo = false;}
|
|
BeatAction.New(instance, new List<BeatAction.Action>() {
|
|
new BeatAction.Action(beat + length, delegate { if (sumoStatePrevious == SumoState.Idle) allowBopInu = true; }),
|
|
new BeatAction.Action(beat + length, delegate { if (sumoStatePrevious == SumoState.Idle) allowBopSumo = true; }),
|
|
new BeatAction.Action(beat + length, delegate { if (goBopSumo && sumoStatePrevious == SumoState.Idle) BrosBop(); }),
|
|
new BeatAction.Action(beat + length, delegate { if (goBopInu && sumoStatePrevious == SumoState.Idle) inuSensei.DoScaledAnimationAsync("InuBop", 0.5f); })
|
|
});
|
|
}
|
|
}
|
|
|
|
public void LookAtCamera(double beat, float length)
|
|
{
|
|
if (sumoState == SumoState.Slap) {
|
|
BeatAction.New(instance, new List<BeatAction.Action>() {
|
|
new BeatAction.Action(beat, delegate { lookingAtCamera = true; }),
|
|
new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlapLook", 0.5f); }),
|
|
new BeatAction.Action(beat, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlapLook", 0.5f); }),
|
|
//new BeatAction.Action(beat, delegate { print("look"); }),
|
|
new BeatAction.Action(beat + length, delegate { lookingAtCamera = false; }),
|
|
new BeatAction.Action(beat + length, delegate { if (sumoState == SumoState.Slap) sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlap", 0.5f); }),
|
|
new BeatAction.Action(beat + length, delegate { if (sumoState == SumoState.Slap) sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlap", 0.5f); }),
|
|
//new BeatAction.Action(beat + length, delegate { print("lookun"); })
|
|
|
|
});
|
|
}
|
|
}
|
|
|
|
public void EndPose(double beat, bool randomPose, int poseType, int backgroundType, bool confetti, bool alternateBG, bool throwGlasses)
|
|
{
|
|
if (cueCurrentlyActive)
|
|
{ return; }
|
|
|
|
CueRunning(beat + 3.5);
|
|
sumoStatePrevious = sumoState;
|
|
sumoState = SumoState.Pose;
|
|
|
|
if (sumoPoseTypeNext > 0 & sumoPoseTypeNext < 4 & randomPose) {
|
|
poseType = UnityEngine.Random.Range(1, 3);
|
|
if (poseType >= sumoPoseTypeNext) poseType++;
|
|
} else if (randomPose) {
|
|
poseType = UnityEngine.Random.Range(1, 4);
|
|
}
|
|
|
|
if (alternateBG) {
|
|
if (bgTypeNext != BGType.GreatWave) { backgroundType = 0; } else {
|
|
backgroundType = 1; }
|
|
|
|
}
|
|
|
|
if (!throwGlasses & poseType == 4) {
|
|
poseType = 5;
|
|
}
|
|
|
|
var cond = Conductor.instance;
|
|
|
|
ScheduleInput(beat, 4f, InputAction_Alt, PoseHit, PoseMiss, Nothing);
|
|
|
|
var tweet = SoundByte.PlayOneShotGame("sumoBrothers/posesignal", -1, 1f, 1f, true);
|
|
tweet.SetLoopParams(beat + 3, 0.05f);
|
|
|
|
BeatAction.New(instance, new List<BeatAction.Action>() {
|
|
new BeatAction.Action(beat, delegate { allowBopInu = false; }),
|
|
new BeatAction.Action(beat, delegate { inuSensei.DoScaledAnimationAsync("InuAlarm", 0.5f); }),
|
|
new BeatAction.Action(beat + 3, delegate { allowBopInu = true; }),
|
|
new BeatAction.Action(beat + 3, delegate { inuSensei.DoScaledAnimationAsync("InuIdle", 0.5f);; }),
|
|
new BeatAction.Action(beat + 3, delegate { if (goBopInu == true) inuSensei.DoScaledAnimationAsync("InuBop", 0.5f); }),
|
|
new BeatAction.Action(beat + 3.5, delegate { allowBopSumo = false; }),
|
|
new BeatAction.Action(beat + 3.5, delegate { sumoPoseTypeNext = poseType; }),
|
|
new BeatAction.Action(beat + 3.5, delegate { bgTypeNext = (BGType)backgroundType; }),
|
|
new BeatAction.Action(beat + 4, delegate { sumoStatePrevious = SumoState.Pose; }),
|
|
new BeatAction.Action(beat + 4.5, delegate { allowBopSumo = true; })
|
|
});
|
|
|
|
}
|
|
|
|
public void CueRunning(double beat)
|
|
{
|
|
cueCurrentlyActive = true;
|
|
cueCurrentlyActiveBeat = beat;
|
|
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { cueCurrentlyActive = false; })
|
|
});
|
|
}
|
|
|
|
|
|
void PoseHit(PlayerActionEvent caller, float state)
|
|
{
|
|
sumoPoseTypeCurrent = sumoPoseTypeNext.ToString();
|
|
sumoPoseType = sumoPoseTypeNext;
|
|
|
|
if (sumoPoseType == 4) { glasses.DoScaledAnimationAsync("glassesThrow", 0.5f); }
|
|
|
|
if (sumoPoseType == 5)
|
|
{
|
|
sumoBrotherG.DoScaledAnimationAsync("SumoPoseG4Alt", 0.5f);
|
|
sumoBrotherGHead.DoScaledAnimationAsync("SumoGPoseAlt4", 0.5f);
|
|
sumoPoseType = 4;
|
|
sumoPoseTypeNext = 4;
|
|
sumoPoseTypeCurrent = "4";
|
|
|
|
} else {
|
|
sumoBrotherG.DoScaledAnimationAsync("SumoPoseG" + sumoPoseTypeCurrent, 0.5f);
|
|
sumoBrotherGHead.DoScaledAnimationAsync("SumoGPose" + sumoPoseTypeCurrent, 0.5f);
|
|
}
|
|
|
|
sumoBrotherP.DoScaledAnimationAsync("SumoPoseP" + sumoPoseTypeCurrent, 0.5f);
|
|
|
|
bgStatic.DoScaledAnimationAsync($"{bgType.ToString()}Dark", 0.5f);
|
|
|
|
|
|
bgType = bgTypeNext;
|
|
|
|
if (bgType == BGType.Nerd)
|
|
{
|
|
SoundByte.PlayOneShotGame("sumoBrothers/Goofy");
|
|
}
|
|
|
|
var beat = conductor.songPosBeat;
|
|
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { bgMove.DoScaledAnimationAsync(bgType.ToString(), 0.5f); }),
|
|
new BeatAction.Action(beat + 2, delegate { bgMove.DoScaledAnimationAsync("empty", 0.5f); }),
|
|
new BeatAction.Action(beat + 2, delegate { bgStatic.DoScaledAnimationAsync(bgType.ToString(), 0.5f); }),
|
|
});
|
|
|
|
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
SoundByte.PlayOneShotGame("sumoBrothers/tink");
|
|
sumoBrotherPHead.DoScaledAnimationAsync("SumoPPoseBarely" + sumoPoseTypeCurrent, 0.5f);
|
|
// Dust is not meant to show up on a barely, need to somehow code that eventually
|
|
dust.DoScaledAnimationAsync("dustGone", 0.5f);
|
|
}
|
|
else
|
|
{
|
|
sumoBrotherPHead.DoScaledAnimationAsync("SumoPPose" + sumoPoseTypeCurrent, 0.5f);
|
|
}
|
|
SoundByte.PlayOneShotGame("sumoBrothers/pose");
|
|
|
|
}
|
|
|
|
void PoseMiss(PlayerActionEvent caller)
|
|
{
|
|
SoundByte.PlayOneShotGame("sumoBrothers/miss");
|
|
|
|
if (sumoPoseTypeNext == 5) { sumoPoseTypeNext = 4; }
|
|
|
|
sumoPoseType = sumoPoseTypeNext;
|
|
sumoPoseTypeCurrent = "Miss" + sumoPoseTypeNext.ToString();
|
|
|
|
bgStatic.DoScaledAnimationAsync("empty", 0.5f);
|
|
|
|
sumoBrotherPHead.DoScaledAnimationAsync("SumoPPose" + sumoPoseType.ToString(), 0.5f);
|
|
sumoBrotherGHead.DoScaledAnimationAsync("SumoGPose" + sumoPoseType.ToString(), 0.5f);
|
|
sumoBrotherP.DoScaledAnimationAsync("SumoPoseP" + sumoPoseTypeCurrent, 0.5f);
|
|
sumoBrotherG.DoScaledAnimationAsync("SumoPoseG" + sumoPoseTypeCurrent, 0.5f);
|
|
|
|
if (sumoPoseType == 4) { sumoBrotherGHead.DoScaledAnimationAsync("SumoGPoseAlt4", 0.5f); }
|
|
}
|
|
|
|
void SlapHit(PlayerActionEvent caller, float state)
|
|
{
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
SoundByte.PlayOneShotGame("sumoBrothers/tink");
|
|
|
|
if (lookingAtCamera) {
|
|
sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlapLookBarely");
|
|
sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlapLook", 0.5f);
|
|
} else {
|
|
sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlapBarely");
|
|
sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlap", 0.5f);
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
|
|
if (lookingAtCamera) {
|
|
sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlapLook");
|
|
sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlapLook", 0.5f);
|
|
} else {
|
|
sumoBrotherPHead.DoScaledAnimationAsync("SumoPSlap");
|
|
sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlap", 0.5f);
|
|
}
|
|
|
|
}
|
|
|
|
if (sumoSlapDir == 1) { sumoSlapDir = 0;}
|
|
else if (sumoSlapDir == 0) { sumoSlapDir = 1;}
|
|
|
|
SoundByte.PlayOneShotGame("sumoBrothers/slap");
|
|
impact.DoScaledAnimationAsync("impact", 0.5f);
|
|
|
|
if (sumoSlapDir == 2) {
|
|
sumoBrotherP.DoScaledAnimationAsync("SumoSlapToStomp", 0.5f);
|
|
sumoBrotherG.DoScaledAnimationAsync("SumoSlapToStomp", 0.5f);
|
|
} else if (sumoSlapDir == 1) {
|
|
sumoBrotherP.DoScaledAnimationAsync("SumoSlapFront", 0.5f);
|
|
sumoBrotherG.DoScaledAnimationAsync("SumoSlapFront", 0.5f);
|
|
} else {
|
|
sumoBrotherP.DoScaledAnimationAsync("SumoSlapBack", 0.5f);
|
|
sumoBrotherG.DoScaledAnimationAsync("SumoSlapBack", 0.5f);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
void SlapMiss(PlayerActionEvent caller)
|
|
{
|
|
|
|
if (sumoSlapDir == 1) { sumoSlapDir = 0;}
|
|
else if (sumoSlapDir == 0) { sumoSlapDir = 1;}
|
|
|
|
SoundByte.PlayOneShotGame("sumoBrothers/miss");
|
|
if (sumoSlapDir == 2) {
|
|
sumoBrotherG.DoScaledAnimationAsync("SumoSlapToStomp", 0.5f);
|
|
} else if (sumoSlapDir == 1) {
|
|
sumoBrotherG.DoScaledAnimationAsync("SumoSlapFront", 0.5f);
|
|
} else {
|
|
sumoBrotherG.DoScaledAnimationAsync("SumoSlapBack", 0.5f);
|
|
}
|
|
|
|
sumoBrotherP.DoScaledAnimationAsync("SumoSlapMiss", 0.5f);
|
|
sumoBrotherPHead.DoScaledAnimationAsync("SumoPMiss");
|
|
|
|
if (lookingAtCamera) {
|
|
sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlapLook", 0.5f);
|
|
} else {
|
|
sumoBrotherGHead.DoScaledAnimationAsync("SumoGSlap", 0.5f);
|
|
}
|
|
|
|
if (sumoState == SumoState.Slap) {
|
|
inuSensei.DoScaledAnimationAsync("InuBopMiss", 0.5f);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
void StompHit(PlayerActionEvent caller, float state)
|
|
{
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
SoundByte.PlayOneShotGame("sumoBrothers/tink");
|
|
sumoBrotherPHead.DoScaledAnimationAsync("SumoPStompBarely", 0.5f);
|
|
}
|
|
else
|
|
{
|
|
sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f);
|
|
}
|
|
SoundByte.PlayOneShotGame("sumoBrothers/stomp");
|
|
|
|
if (sumoStompDir)
|
|
{
|
|
sumoBrotherP.DoScaledAnimationAsync("SumoStompL", 0.5f);
|
|
} else {
|
|
sumoBrotherP.DoScaledAnimationAsync("SumoStompR", 0.5f);
|
|
}
|
|
|
|
justStompBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
|
|
|
// Attempt at making the code better, abandoned because the damn lists didn't cooperate
|
|
|
|
/*stompShakeTimings.Clear();
|
|
stompShakeValues.Clear();
|
|
|
|
for (int i = 0; i < 9; i++)
|
|
{
|
|
double currBeat = stompShakeSpeed * i + justStompBeat;
|
|
stompShakeTimings.Add(currBeat);
|
|
}
|
|
|
|
stompShakeValues.Add(-0.3f); // -0.3 0.3 -0.2 0.2 -0.1 0.1 -0.05 0
|
|
stompShakeValues.Add(0.3f);
|
|
stompShakeValues.Add(-0.2f);
|
|
stompShakeValues.Add(0.2f);
|
|
stompShakeValues.Add(-0.1f);
|
|
stompShakeValues.Add(0.1f);
|
|
stompShakeValues.Add(-0.05f);
|
|
stompShakeValues.Add(0f);*/
|
|
|
|
// yaaaay old crusty code
|
|
|
|
BeatAction.New(instance, new List<BeatAction.Action>() {
|
|
//new BeatAction.Action(justStompBeat, delegate { stompShakeLength = 0.13; }),
|
|
new BeatAction.Action(justStompBeat, delegate { cameraXNew = -0.3f; }),
|
|
//new BeatAction.Action(justStompBeat + 0.2, delegate { stompShakeLength = 0.25; }),
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 1), delegate { justStompBeat += stompShakeSpeed; }),
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 1), delegate { cameraX = cameraXNew; }),
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 1), delegate { cameraXNew = 0.3f; }),
|
|
//new BeatAction.Action(justStompBeat + 0.4, delegate { stompShakeLength = 0.25; }),
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 2), delegate { justStompBeat += stompShakeSpeed; }),
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 2), delegate { cameraX = cameraXNew; }),
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 2), delegate { cameraXNew = -0.2f; }),
|
|
//new BeatAction.Action(justStompBeat + 0.6, delegate { stompShakeLength = 0.25; }),
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 3), delegate { justStompBeat += stompShakeSpeed; }),
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 3), delegate { cameraX = cameraXNew; }),
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 3), delegate { cameraXNew = 0.2f; }),
|
|
//new BeatAction.Action(justStompBeat + 0.8, delegate { stompShakeLength = 0.12; }),
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 4), delegate { justStompBeat += stompShakeSpeed; }),
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 4), delegate { cameraX = cameraXNew; }),
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 4), delegate { cameraXNew = -0.1f; }),
|
|
//
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 5), delegate { justStompBeat += stompShakeSpeed; }),
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 5), delegate { cameraX = cameraXNew; }),
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 5), delegate { cameraXNew = 0.1f; }),
|
|
//
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 6), delegate { justStompBeat += stompShakeSpeed; }),
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 6), delegate { cameraX = cameraXNew; }),
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 6), delegate { cameraXNew = -0.1f; }),
|
|
//
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 7), delegate { justStompBeat += stompShakeSpeed; }),
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 7), delegate { cameraX = cameraXNew; }),
|
|
new BeatAction.Action(justStompBeat + (stompShakeSpeed * 7), delegate { cameraXNew = 0f; }),
|
|
});
|
|
|
|
/*BeatAction.New(instance, new List<BeatAction.Action>() {
|
|
new BeatAction.Action(beat, delegate { allowBopInu = false; }),
|
|
new BeatAction.Action(beat, delegate { inuSensei.DoScaledAnimationAsync("InuAlarm", 0.5f); }),
|
|
new BeatAction.Action(beat + 3, delegate { allowBopInu = true; }),
|
|
new BeatAction.Action(beat + 3, delegate { inuSensei.DoScaledAnimationAsync("InuIdle", 0.5f);; }),
|
|
new BeatAction.Action(beat + 3, delegate { if (goBopInu == true) inuSensei.DoScaledAnimationAsync("InuBop", 0.5f); }),
|
|
new BeatAction.Action(beat + 5, delegate { allowBopSumo = true; })
|
|
});*/
|
|
|
|
|
|
|
|
}
|
|
|
|
void StompMiss(PlayerActionEvent caller)
|
|
{
|
|
if (!sumoBrotherP.IsPlayingAnimationNames("SumoStompMiss"))
|
|
{
|
|
SoundByte.PlayOneShotGame("sumoBrothers/miss");
|
|
|
|
inuSensei.DoScaledAnimationAsync("InuFloatMiss", 0.5f);
|
|
|
|
sumoBrotherP.DoScaledAnimationAsync("SumoStompMiss", 0.5f);
|
|
sumoBrotherPHead.DoScaledAnimationAsync("SumoPMiss");
|
|
}
|
|
|
|
|
|
}
|
|
|
|
void Nothing(PlayerActionEvent caller) { }
|
|
|
|
void StompShake()
|
|
{
|
|
// Attempt at making the code better, abandoned because the damn lists didn't cooperate
|
|
|
|
//var timings = stompShakeTimings.ToList();
|
|
//var values = stompShakeValues.ToList();
|
|
/*if (stompShakeTimings.Count == 0) { return; }
|
|
|
|
if (justStompBeat >= stompShakeTimings[0] && -1f != stompShakeValues[0])
|
|
{
|
|
justStompBeat = stompShakeTimings[0];
|
|
cameraX = cameraXNew;
|
|
cameraXNew = stompShakeValues[0];
|
|
stompShakeValues.RemoveAt(0);
|
|
stompShakeTimings.RemoveAt(0);
|
|
print(stompShakeTimings.Count + " " + stompShakeValues.Count);
|
|
print("cX: " + cameraX + " cXN: " + cameraXNew + "jSB: " + justStompBeat + "sST: " + stompShakeTimings + "sSV: " + stompShakeValues);
|
|
}*/
|
|
|
|
float normalizedBeat = Conductor.instance.GetPositionFromBeat(justStompBeat, stompShakeSpeed);
|
|
|
|
if (1f >= normalizedBeat)
|
|
{
|
|
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInOutQuad);
|
|
float newPosX = func(cameraX, cameraXNew, normalizedBeat);
|
|
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); }),
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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");
|
|
}
|
|
}
|
|
|
|
private void PersistColor(double beat)
|
|
{
|
|
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("sumoBrothers", new string[] { "background color" }).FindAll(x => x.beat < beat);
|
|
if (allEventsBeforeBeat.Count > 0)
|
|
{
|
|
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
|
var lastEvent = allEventsBeforeBeat[^1];
|
|
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorFrom"], lastEvent["colorTo"], lastEvent["colorFrom2"], lastEvent["colorTo2"], lastEvent["ease"]);
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
}
|