Tweezers: Hairs fall after being plucked. Eye growing implemented.

This commit is contained in:
Jenny Crowe 2022-02-10 08:29:53 -07:00
parent c347338a51
commit 0022346446
29 changed files with 11517 additions and 30 deletions

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View file

@ -18,8 +18,10 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
public Tweezers Tweezers; public Tweezers Tweezers;
public GameObject hairBase; public GameObject hairBase;
public GameObject longHairBase; public GameObject longHairBase;
public GameObject pluckedHairBase;
public GameObject HairsHolder; public GameObject HairsHolder;
public GameObject DroppedHairsHolder;
[NonSerialized] public int hairsLeft = 0; [NonSerialized] public int hairsLeft = 0;
public float beatInterval = 4f; public float beatInterval = 4f;
@ -27,6 +29,11 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
bool intervalStarted; bool intervalStarted;
public float tweezerBeatOffset = 0f; public float tweezerBeatOffset = 0f;
public Sprite pluckedHairSprite;
public Sprite missedHairSprite;
[NonSerialized] public int eyeSize = 0;
Tween transitionTween; Tween transitionTween;
bool transitioning = false; bool transitioning = false;
@ -149,14 +156,17 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
{ {
foreach (Transform t in HairsHolder.transform) foreach (Transform t in HairsHolder.transform)
{ {
var go = t.gameObject; GameObject.Destroy(t.gameObject);
if (go != hairBase && go != longHairBase)
{
GameObject.Destroy(go);
} }
foreach (Transform t in DroppedHairsHolder.transform)
{
GameObject.Destroy(t.gameObject);
} }
VegetableAnimator.Play("Idle", 0, 0); VegetableAnimator.Play("Idle", 0, 0);
eyeSize = 0;
} }
private void StopTransitionIfActive() private void StopTransitionIfActive()

View file

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