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Long hair rhythm tweezers but very buggy (read desc)
Hair plucking is a bit weird a beat after a long pull. The tweezers don't automatically skip to the beat they're supposed to be when pulling since it can put things out of sync. You can't pull two long hairs at a time for some reason. The long hair doesn't rotate correctly towards the tweezers. I'm very tired if someone could go in and clean some of this up that would be great.
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@ -79,21 +79,26 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
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public void LongPluck(bool ace, LongHair hair)
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{
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anim.Play("Tweezers_Pluck", 0, 0);
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if (hitOnFrame > 0) return;
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DropHeldHair();
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if (ace)
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{
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float beat = Conductor.instance.songPositionInBeats;
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}", beat),
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new MultiSound.Sound("rhythmTweezers/longPullEnd", beat + 0.5f),
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});
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hair.hairSprite.SetActive(false);
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hair.stubbleSprite.SetActive(true);
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Destroy(hair.gameObject);
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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" + game.eyeSize.ToString(), 0, 0);
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anim.Play("Tweezers_Pluck_Success", 0, 0);
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}
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pluckingThisFrame = true;
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holdingHair = true;
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}
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public void DropHeldHair()
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@ -110,6 +115,7 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
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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>().interpolation = RigidbodyInterpolation2D.Interpolate;
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droppedHair.GetComponent<Rigidbody2D>().angularVelocity = UnityEngine.Random.Range(-120f, 120f);
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holdingHair = false;
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