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MetrosexualFruitcake-CustomEmotesAPI-1.5.5 icon

CustomEmotesAPI

API for adding emotes to survivors

Date uploaded 2 years ago
Version 1.5.5
Download link MetrosexualFruitcake-CustomEmotesAPI-1.5.5.zip
Downloads 1264
Dependency string MetrosexualFruitcake-CustomEmotesAPI-1.5.5

This mod requires the following mods to function

Rune580-Risk_Of_Options-2.5.3 icon
Rune580-Risk_Of_Options

A convenient API for adding BepInEx ConfigEntry's to a option menu

Preferred version: 2.5.3
tristanmcpherson-R2API-4.4.1 icon
tristanmcpherson-R2API

A modding API for Risk of Rain 2

Preferred version: 4.4.1
bbepis-BepInExPack-5.4.2103 icon
bbepis-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 5.4.2103

README

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.

  • Join the BadAssEmotes/EmotesAPI discord https://discord.gg/3kXkVkNDxs

  • If you are unsure how to do animations, go to Settings->ModSettings->CustomEmotesAPI. From here you can customize your emote wheels and see keybinds.

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 Also BadAssEmotes exists if you want to look at a more complete mod. https://github.com/ToastedOven/BadAssEmotes

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 Can also use a non-array here if you just have one animation
		
        bool looping                                    //Whether or not animationClip loops
		
        string[] _wwiseEventName = null                 //Events to post when animation starts consider using Volume_Emotes (0-100, default 50) in your wwise events
		
        string[] _wwiseStopEvent = null                 //Events to post when animation stops, you should only need one stop event, but just in case of some edge case you get a full array. Make sure to set the same amount of stop events as start events.
		
        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. animationClip.Length must equal secondaryAnimation.Length or else you will have errors. Can also use a non-array here if you just have one 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)

        int startPref = -1                              //Determines which spot in the clip arrays a user will always play if they start a syncing animation, -1 is random -2 is sequential

        int joinPref = -1                               //Determines which spot in the clip arrays a user will always play if they join a syncing animation, -1 is random -2 is sequential
		
		JoinSpot[] joinSpots = null                     //Places join spots will be created when animation is played

Regiserting World Props

  • Declare an int to keep track of your world prop's position

  • Call RegisterWorldProp as so: propInt = CustomEmotesAPI.RegisterWorldProp(propGameObject, new JoinSpot[] { propJoinSpot });

  • Spawn your world prop with if (NetworkServer.active) { gameObject = CustomEmotesAPI.SpawnWorldProp(propInt); }

  • Spawn your object for all clients with if (NetworkServer.active) { NetworkServer.Spawn(gameObject); }

Setting up Emote Spots

public struct JoinSpot

public string name;
public Vector3 position; //these should all be relative to whatever you plan to parent said JoinSpot to
public Vector3 rotation;
public Vector3 scale;

Emote Spot Joined

  • There are two events you can hook into for emote spots, emoteSpotJoined_Prop and emoteSpotJoined_Body. One for world props, the other for survivors and such.

  • Here's an example for joining a prop

          private void CustomEmotesAPI_emoteSpotJoined_Prop(GameObject emoteSpot, BoneMapper joiner, BoneMapper host)
          {
      	    string emoteSpotName = emoteSpot.name;
              if (emoteSpotName.StartsWith("VengaBusDoor")) //checking if the emoteSpot is correct
              {
                  joiner.PlayAnim("vengaBusSit", 0);  //playing a sit animation
                  Venga.JoinBus(joiner);  //executing code on the prop's end with the joiner in mind.
              }
          }
    
  • Here's an example for joining another player

          private void CustomEmotesAPI_emoteSpotJoined_Body(GameObject emoteSpot, BoneMapper joiner, BoneMapper host)
          {
              string emoteSpotName = emoteSpot.name;
              if (emoteSpotName == "StandingHereJoinSpot")
              {
                  joiner.PlayAnim("StandingHere", 0);
                  GameObject g = new GameObject();
                  g.name = "StandingHereProp";
                  joiner.props.Add(g);
                  g.transform.SetParent(host.transform);
                  Vector3 scal = host.transform.lossyScale;
                  g.transform.localPosition = new Vector3(0, 0, .75f / scal.z);
                  g.transform.localEulerAngles = new Vector3(0, 140, 0);
                  g.transform.localScale = new Vector3(.8f, .8f, .8f);
                  joiner.AssignParentGameObject(g, true, true, true); //public void AssignParentGameObject(GameObject youAreTheFather, bool lockPosition, bool lockRotation, bool lockScale, bool scaleAsBandit = true, bool disableCollider = true)
                  emoteSpot.GetComponent<EmoteLocation>().SetEmoterAndHideLocation(joiner); // Basically just for hiding emote join spots. Primarily for if any given emote spot only supports one player at a time.
              }
          }
    
  • Just to reiterate, if you need any help with this, feel free to reach out to me on Discord.

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);

  1. After subscribing to the CustomEmotesAPI.animChanged event, when you play one of your animations, call mapper.props.Add(propGameObject), set propGameObject's transform to mapper.transform.parent, then call mapper.ScaleProps() and mapper.SetAutoWalk(3, true). This will cause the prop that spawns to scale with the survivor and then cause you to auto walk slowly while the animation is playing.

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

Changelog

  • Version 1.5.4: Fixed joinspots not always getting deleted, probably fixed audio passing between stages randomly.

  • Version 1.5.3: Actually did it, OOOOOPS

  • Version 1.5.2: Added a BlackListEmote function for mod devs. This is a temporary fix until Rune finishes the UI overhaul, but it prevents an emote from being in random.

  • Version 1.5.1: Updated visuals for JoinSpots

  • Version 1.5.0: Added ability to have emotes be sequential (player 1 gets emoteA, player 2 gets emoteB, player 3 gets emoteC, etc...) You can implement this by having your join/start pref be -2. Added world props as an option. Added join spots as an option when setting up an emote or world props. Added emote rigs for Jinx and Soldier.

  • Version 1.4.0: Fixed errors with upcoming mods. Removed Brass Contraption emote skeleton temporarily, will be readded when I suck less. Added support for auto-walking during animations (BoneMapper.SetAutoWalk()) and scaling of props based of bandit, aka scale your props with bandit for best results. (BoneMapper.ScaleProps()) not perfect but works most of the time. Added support for multiple audio events for an animation. This is unneeded if you don't sync your animation since you can just do the randomiztion in wwise. Probably fixed emote syncing.

  • Version 1.3.6: Fixed incompatibility with my own mod because I am a dumbass.

  • Version 1.3.5: Fixed issue with props being immediately deleted.

  • Version 1.3.4: Fixed some of the underlying code, now properly allowing enemy injections without any issue (probably). As part of this, you can now call PlayAnimation on a specific BoneMapper.

  • Version 1.3.3: Phoenix Wright and Scout (he already tposes around, I know he jank so dont @ me). Removed Dancer's experimental rig as it is now official supported by the mod creator. Added toggles for all experimental rigs under Mod Settings/BepinExConfig.

  • Version 1.3.2: Added a toggle for Aurelion Sol in Mod Settings. He is very bug but still works if you really want that.

  • Version 1.3.1: Added Dancer support. Fixed issue where a handfull of modded survivors wouldn't animate if they were a lobby player. Fixed conflict when Paladin has his cape turned on. Also added a fun toy for you animation creators, each BoneMapper now has a list of gameobjects called "props" which you can access, these are automatically cleared whenever an animation ends, so feel free to do with that as you will. I should really fix my documentation..........

  • Version 1.3.0: Fixed Artificer and Void Fiend not animating normally. Added the following emote skeletons: The House, Henry, Aurelion Sol (damn boi he ugly), Katarina, Miner

  • Version 1.2.3: The "Fine, I'll do it myself" update. Added emote skeletons for the following mods: Paladin, Enforcer/NemEnforcer, Chef, Holomancer, Sett, and Tracer. If any of these mod creators want to do it on their side, lemme know and I can remove it from here.

  • Version 1.2.2: Fixed animations with an intro and loop, not playing the loop. Ooooops

  • Version 1.2.1: Fixed default binds for the new buttons which I totally forgot about, please understand. Please rebind these if you downloaded 1.2.0

  • Version 1.2.0: Made a change to how animations are imported, you WILL need to update your mods. If you are a mod dev, you should only need to recompile and you'll be good.

  • Version 1.1.10: Changed the bone loading mode to accomidate certain models that add bones in ways not previously accounted for, this "should" be the last time this needs to be done.

  • Version 1.1.9: Fixed footIK for emotes, everything will now be 10% less floaty.

  • Version 1.1.8: Fixed a incompatibility with other mods that add bones inside of existing rigs.

  • Version 1.1.7: Fixed issue where audio syncs didn't get deleted if multiple people are performing the same emote when someone dies.

  • Version 1.1.6: Touched up commando's import model, it was the first one I ever did so his feet were kinda wack. Removed the auto rigging feature as I have already noticed serious potential problems it could cause in some survivors. It only worked on a couple of mods anyway.

  • Version 1.1.5: Fixed issue with resolution scaling causing you to be stuck in the emote picker wheel. Added a sfx slider which I encourage everyone importing emotes to use if you have sound. The RTPC value is Volume_Emotes and it ranges from 0 to 100, starting at 50

  • 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

CHANGELOG

  • Version 2.3.2: Fixed issue I caused with CHEF

  • Version 2.3.1: Fixed issue I created with Rocket because I am stupid

  • Version 2.3.0: Removed every part where EmotesAPI touches the enabled state of the base animator. This probably won't cause issues, but it might so uhh, please ping me if something happens...

  • Version 2.2.6: Added a public bool called startupFixJank to all BoneMappers, not needed for any existing survivors, but sometimes with weird rigs this might need to be turned on

  • Version 2.2.5: Fixed some attributes of EmoteLocation being internal.

  • Version 2.2.4: Just made the plugin GUID more available

  • Version 2.2.3: aparently my fix also broke a lot of things so I made it more "on command" if you will

  • Version 2.2.2: Preemptively fixed a tolower issue before it gets reported.

  • Version 2.2.1: Added a bit of code to the startup for all bonemappers which plays a basic animation and then resets the visual model. As weird as this sounds, this should fix a lot of root motion issues.

  • Version 2.2.0: Added Driver support

  • Version 2.1.5: Removed House support as it now has official support and causes conflicts when both are enabled

  • Version 2.1.4: Fixed NRE being thrown when WorldProps were spawned. Fixed issue where some enemies would die sideways if they never performed an emote.

  • Version 2.1.3: Fixed SS2 support and added emoteWheelPulledUp(Sprite wheelSprite, BoneMapper localMapper) which will trigger when the user pulls up the emote wheel. Small use-case but if you ever need it there you go.

  • Version 2.1.2: Fixed issue where enemies without normal components (like alpha constructs) would through NREs constantly during emotes that assign a parentGameObject.

  • Version 2.1.1: Added CustomEmotesAPI.ReserveJoinSpot(GameObject joinSpot, BoneMapper mapper) which will reserve a joinSpot which will be used instead of anything else when BoneMapper.JoinEmoteSpot() is called.

  • Version 2.1.0: Severely optimized the code which sets up bone pairs. This should solve stutter problems with a few enemies which contain a large amount of bones such as Gup/Vultures. Made a few parts of BoneMapper public that should have always been public.

  • Version 2.0.1: Added a single frame when playing an emote where the default animator doesn't get disabled to fix some things that rely on it.

  • Version 2.0.0: Added emote skeletons for ALL vanilla enemies/drones. Made a few fields in BoneMapper public to help with modding efforts. Adjusted when BoneMapper.currentClipName gets set so that it is more accurate. Added two events: BoneMapperCreated, fired whenever a BoneMapper is created. BoneMapperEnteredJoinSpot, fired whenever a BoneMapper enters a JoinSpot.

  • Version 1.10.2: fixed void jailer support and removed an unneeded debug call

  • Version 1.10.1: Added VoidJailerPlayerCharacter support

  • Version 1.10.0: Added a button on the left side of the screen when the emote wheel is pulled up. You can use this like any of the other emotes on the wheel to "cancel" the wheel action. It also shows your currently playing emote, handy!

  • Version 1.9.10: Removed capability of binding emotes that aren't bindable by default. This will prevent you from adding a currently playing emote that would break if it was used from the emote wheel (Such as the emotes used when you interact with Join Spots)

  • Version 1.9.9: You can now bind the currently playing emote to the wheel by pressing the bind key (default is B) when hovering over an emote slot with the wheel pulled up.

  • Version 1.9.8: You can now call playemote {emoteNameCaseSensitive} in the console to play an emote on your local player (you)

  • Version 1.9.7: Added Spearman support.

  • Version 1.9.6: Actually fixed it, I'm bad at math.

  • Version 1.9.5: Fixed a bit of code where music returns to normal after using an emote which dimms it, preventing it from infinitely looping causing other mods to be unable to change the music volume.

  • Version 1.9.4: Probably fixed a scaling issue with anything other than 1080p, don't know how I missed this for so long

  • Version 1.9.3: Removed HAND support since it's getting an update soon with official support and this would cause conflicts.

  • Version 1.9.2: Fixed settings for the previous survivors not actually being used

  • Version 1.9.1: Removed my debug calls, oops

  • Version 1.9.0: Added support for Starstorm, Amp, Pathfinder, TF2Medic, and HAND. Fixed an issue where syncing emotes might not work if the host was using a character that doesn't support emotes

  • Version 1.8.3 & 1.8.4: Added more verbose debugging in hopes I can fix the long-standing issue where audio sometimes doesn't stop properly.

  • Version 1.8.2: Support for calling your own wwise PostEvents for playing sounds, check the wiki for more info. Goku and friends can emote now, it's a bit weird (they have very strong lower legs) but otherwise works fine.

  • Version 1.8.1: Added support for the PlayableScavenger mod

  • Version 1.8.0: Added UnlockBones and LockBones as public BoneMapper functions, if for some reason you ever find you want to stop an emote without actually stopping it, this is prob how. Added the animJoined event which you can subscribe to in code, this is mostly extra however it made stuff I'm working on a morbillion times easier to handle. On that note, if anyone ever wants something added to the API to help ease of emote creating, just reach out to me with a concrete idea/use case and I'll probably do it as long as I am capable.

  • Version 1.7.1: Bonemappers can now see what EmoteLocations they have with BoneMapper.emoteLocations. This is reset automatically whenever a new animation plays.

  • Version 1.7.0: Removed constant log spamming with unhelpful error whenever a BoneMapper get's destroyed. Fixed issue where on some floors the camera would get stuck in the floor during certain emotes. Changed the new default setting for emotes that have a parent GameObject setup, now teleports you slightly upwards, which is much more seemless of an experience, if you want to switch back to the node based system, simply switch the useSafePositionReset in your CustomAnimationClip to be true. Added a new class AnimationClipParams which contains the same info you have been passing into AddCustomAnimation. I recommend using this for any new emotes since it will be the only method to implement new functionality in the future. You can pass said class into AddCustomAnimation.

  • Version 1.6.3: Fixed issue with Heretic skins breaking, emotes will not play however normal animations will be fine, proper fix soonTM. Added more verbose errors when adding emote skeletons.

  • Version 1.6.2: I meant to add this earlier but w/e. Added an option under MISC to hide all join spots while you are animating. This is turned off by default because it removes visual clarity, but offers a more cinematic experience if you want that.

  • Version 1.6.1: Added a few helper functions such as SetAnimationSpeed. Updated readme to be less uhh, bad, I have a wiki now, basically everything you need to know that used to be here is on the wiki, check it out!

  • Version 1.6.0: New audio setup, you no longer get earblasted when multiple people do the same emote next to eachother. This however might come with a few audio bugs. I believe I got all of them but if anyone has any issues please reach out to me with a log/r2modman code.

  • Version 1.5.4: Fixed joinspots not always getting deleted, probably fixed audio passing between stages randomly.

  • Version 1.5.3: Actually did it, OOOOOPS

  • Version 1.5.2: Added a BlackListEmote function for mod devs. This is a temporary fix until Rune finishes the UI overhaul, but it prevents an emote from being in random.

  • Version 1.5.1: Updated visuals for JoinSpots

  • Version 1.5.0: Added ability to have emotes be sequential (player 1 gets emoteA, player 2 gets emoteB, player 3 gets emoteC, etc...) You can implement this by having your join/start pref be -2. Added world props as an option. Added join spots as an option when setting up an emote or world props. Added emote rigs for Jinx and Soldier.

  • Version 1.4.0: Fixed errors with upcoming mods. Removed Brass Contraption emote skeleton temporarily, will be readded when I suck less. Added support for auto-walking during animations (BoneMapper.SetAutoWalk()) and scaling of props based of bandit, aka scale your props with bandit for best results. (BoneMapper.ScaleProps()) not perfect but works most of the time. Added support for multiple audio events for an animation. This is unneeded if you don't sync your animation since you can just do the randomiztion in wwise. Probably fixed emote syncing.

  • Version 1.3.6: Fixed incompatibility with my own mod because I am a dumbass.

  • Version 1.3.5: Fixed issue with props being immediately deleted.

  • Version 1.3.4: Fixed some of the underlying code, now properly allowing enemy injections without any issue (probably). As part of this, you can now call PlayAnimation on a specific BoneMapper.

  • Version 1.3.3: Phoenix Wright and Scout (he already tposes around, I know he jank so dont @ me). Removed Dancer's experimental rig as it is now official supported by the mod creator. Added toggles for all experimental rigs under Mod Settings/BepinExConfig.

  • Version 1.3.2: Added a toggle for Aurelion Sol in Mod Settings. He is very bug but still works if you really want that.

  • Version 1.3.1: Added Dancer support. Fixed issue where a handfull of modded survivors wouldn't animate if they were a lobby player. Fixed conflict when Paladin has his cape turned on. Also added a fun toy for you animation creators, each BoneMapper now has a list of gameobjects called "props" which you can access, these are automatically cleared whenever an animation ends, so feel free to do with that as you will. I should really fix my documentation..........

  • Version 1.3.0: Fixed Artificer and Void Fiend not animating normally. Added the following emote skeletons: The House, Henry, Aurelion Sol (damn boi he ugly), Katarina, Miner

  • Version 1.2.3: The "Fine, I'll do it myself" update. Added emote skeletons for the following mods: Paladin, Enforcer/NemEnforcer, Chef, Holomancer, Sett, and Tracer. If any of these mod creators want to do it on their side, lemme know and I can remove it from here.

  • Version 1.2.2: Fixed animations with an intro and loop, not playing the loop. Ooooops

  • Version 1.2.1: Fixed default binds for the new buttons which I totally forgot about, please understand. Please rebind these if you downloaded 1.2.0

  • Version 1.2.0: Made a change to how animations are imported, you WILL need to update your mods. If you are a mod dev, you should only need to recompile and you'll be good.

  • Version 1.1.10: Changed the bone loading mode to accomidate certain models that add bones in ways not previously accounted for, this "should" be the last time this needs to be done.

  • Version 1.1.9: Fixed footIK for emotes, everything will now be 10% less floaty.

  • Version 1.1.8: Fixed a incompatibility with other mods that add bones inside of existing rigs.

  • Version 1.1.7: Fixed issue where audio syncs didn't get deleted if multiple people are performing the same emote when someone dies.

  • Version 1.1.6: Touched up commando's import model, it was the first one I ever did so his feet were kinda wack. Removed the auto rigging feature as I have already noticed serious potential problems it could cause in some survivors. It only worked on a couple of mods anyway.

  • Version 1.1.5: Fixed issue with resolution scaling causing you to be stuck in the emote picker wheel. Added a sfx slider which I encourage everyone importing emotes to use if you have sound. The RTPC value is Volume_Emotes and it ranges from 0 to 100, starting at 50

  • 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