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Tweezers: Hairs fall after being plucked. Eye growing implemented.
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@ -13,7 +13,9 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
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[NonSerialized] public Animator anim;
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private Animator vegetableAnim;
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private RhythmTweezers game;
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private bool plucking;
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private bool pluckingThisFrame;
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private bool holdingHair;
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public SpriteRenderer heldHairSprite;
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private void Start()
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{
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@ -27,17 +29,20 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
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{
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if (PlayerInput.Pressed())
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{
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if (!plucking) // Did you do a successful pluck earlier in the frame?
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if (!pluckingThisFrame) // Did you do a successful pluck earlier in the frame?
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{
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DropHeldHair();
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anim.Play("Tweezers_Pluck", 0, 0);
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}
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}
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plucking = false;
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pluckingThisFrame = false;
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}
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public void Pluck(bool ace, Hair hair)
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{
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DropHeldHair();
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if (ace)
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{
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Jukebox.PlayOneShotGame($"rhythmTweezers/shortPluck{UnityEngine.Random.Range(1, 21)}");
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@ -46,11 +51,12 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
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hair.stubbleSprite.SetActive(true);
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game.hairsLeft--;
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game.eyeSize = Mathf.Clamp(game.eyeSize + 1, 0, 10);
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if (game.hairsLeft <= 0)
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vegetableAnim.Play("HopFinal", 0, 0);
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else
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vegetableAnim.Play("Hop", 0, 0);
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vegetableAnim.Play("Hop" + game.eyeSize.ToString(), 0, 0);
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anim.Play("Tweezers_Pluck_Success", 0, 0);
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}
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@ -67,7 +73,8 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
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anim.Play("Tweezers_Pluck_Fail", 0, 0);
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}
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plucking = true; // Prevents standard pluck from playing in LateUpdate().
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pluckingThisFrame = true; // Prevents standard pluck from playing in LateUpdate().
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holdingHair = true;
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}
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public void LongPluck(bool ace, LongHair hair)
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@ -88,5 +95,24 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
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Destroy(hair.gameObject);
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}
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}
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public void DropHeldHair()
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{
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if (!holdingHair) return;
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var droppedHair = GameObject.Instantiate(game.pluckedHairBase, game.DroppedHairsHolder.transform).GetComponent<SpriteRenderer>();
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droppedHair.gameObject.SetActive(true);
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droppedHair.transform.position = heldHairSprite.transform.position;
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droppedHair.transform.rotation = heldHairSprite.transform.rotation;
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droppedHair.sprite = heldHairSprite.sprite;
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// Make the hair spin.
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// (The prefab has a Rigidbody2D component already so that it falls)
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droppedHair.GetComponent<Rigidbody2D>().angularVelocity = UnityEngine.Random.Range(-120f, 120f);
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holdingHair = false;
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}
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}
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}
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