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IMPORTANT

  • This does nothing on without other mods. Please don't download this on it's own and complain to me unless you really want to.

How to implement

First off, if you are at all confused about any of this, I made a repo with example implementations. https://github.com/ToastedOven/ExampleEmotePlugin

General Overview

Start here if you are lost

  • Create a humanoid animation in unity and import it into your plugin project.

  • In your project, Import the CustomEmotesAPI dll file and include using EmotesAPI; in your cs file.

  • Place CustomEmotesAPI.AddCustomAnimation(AnimationClip, false); somewhere in your awake call. Where AnimationClip is the animation clip you imported from unity.

  • If done correctly, this will load the animation into the list of available emotes. Feel free to change the bool to true and import a looping animation as well.

  • You can also import custom survivors with CustomEmotesAPI.ImportArmature(bodyPrefab, underskeleton) Underskeleton is a copy of the bodyPrefab which is setup as a humanoid skeleton

  • https://youtu.be/c_G3G4RzCFA a walkthrough of importing a bodyprefab into game. All vanilla survivors are already imported, this is for modded characters

AddCustomAnimation Params

        AnimationClip animationClip                     //Default animation
		
        bool looping                                    //Whether or not animationClip loops
		
        string _wwiseEventName = ""                     //Event to post when animation starts
		
        string _wwiseStopEvent = ""                     //Event to post when animation stops
		
        HumanBodyBones[] rootBonesToIgnore = null       //All bones specified and any child bones will be ignored by the animation
		
        HumanBodyBones[] soloBonesToIgnore = null       //All bones specified will be ignored by the animation
		
        AnimationClip secondaryAnimation = null         //Animation to play after the primary animation. Use this if you have a non-looping-into-looping animation
		
        bool dimWhenClose = false                       //Create an audio dimming sphere around the emotee which will dim normal music when you approach them
		
        bool stopWhenMove = false                       //Stops the animation if moving
		
        bool stopWhenAttack = false                     //Stops the animation if attacking
		
        bool visible = true                             //Dictates if emote will show up in the normal list.
		
        bool syncAnim = false                           //Dictates if emote will sync the animation.
		
        bool syncAudio = false                          //Dictates if emote will sync audio (requires wwise start and stop events)

Examples

  1. loops first anim, has a start and stop wwise event, dims audio when close

CustomEmotesAPI.AddCustomAnimation(loserAnimClip, true, "Loser", "LoserStop", dimWhenClose: true);

  1. doesn't loop first anim, secondary anim which loops

CustomEmotesAPI.AddCustomAnimation(spinStartAnimClip, false, secondaryAnimation: spinLoopAnimClip);

  1. Creates 2 HumanBodyBone lists for ignoring bones in the animation, doesn't loop first anim, has a start and stop wwise event, includes previously created HumanBodyBone lists

HumanBodyBones[] upperLegs = new HumanBodyBones[] { HumanBodyBones.LeftUpperLeg, HumanBodyBones.RightUpperLeg };

HumanBodyBones[] hips = new HumanBodyBones[] { HumanBodyBones.Hips };

CustomEmotesAPI.AddCustomAnimation(dabAnimClip, false, "Dab", "DabStop", upperLegs, hips);

If you're still lost, consider srolling up and cloning from the example repo or @ me on Discord @Metrosexual Fruitcake#6969

Changelog

  • Version 1.1.4: Added advanced, experimental, rocket science, galaxy brain technology that will usually not work. But in some cases like with Sett, it will auto generate an animation rig if one isn't present. Fixed an issue with emotes getting desynced upon a player dying.

  • Version 1.1.3: Fixed crippling performance from last patch. Hopefully everything is sorted for real this time. Admittidly the method is a bit jank. My apolocheese

  • Version 1.1.2: Fixed the fix because I suck at coding :)

  • Version 1.1.1: Fixed incompatibility issue with AutoSprintMod.

  • Version 1.1.0: Fixed issue with less than perfect connections causing the emotewheel to lock up. Added the ability to sync audio and animation position of emotes. This changes how you import anim files. If anyone is currently working on an animation pack, you need to download the latest version and use it as a reference for your project.

  • Version 1.0.1: Fixed error with armature importing. You shouldn't have to change anything on your end.

  • Version 1.0.0: Initial Release

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