mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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Merge pull request #29 from jakobwcrowe/megaminerzero
Tweezers: Long hair implementation
This commit is contained in:
commit
637fc82b43
5 changed files with 119 additions and 39 deletions
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@ -820,6 +820,7 @@ MonoBehaviour:
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hairSprite: {fileID: 2595271014815681993}
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stubbleSprite: {fileID: 1989337582260767153}
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holder: {fileID: 2160021042345747175}
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loop: {fileID: 1603625733790180753}
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--- !u!1 &3082739543595333088
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GameObject:
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m_ObjectHideFlags: 0
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@ -1261,6 +1262,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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hitOnFrame: 0
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heldHairSprite: {fileID: 267307033549538062}
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tweezerSpriteTrans: {fileID: 2763505388420312793}
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--- !u!95 &574744067652312223
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Animator:
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serializedVersion: 3
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@ -84,15 +84,15 @@ AnimationClip:
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time: 0
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value: {x: 1, y: 0.8, z: 1}
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inSlope: {x: 0, y: 0, z: 0}
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outSlope: {x: 0, y: 3.3500001, z: 0}
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outSlope: {x: 0, y: 6, z: 0}
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tangentMode: 0
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weightedMode: 0
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inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
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outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
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- serializedVersion: 3
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time: 0.2
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value: {x: 1, y: 1.47, z: 1}
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inSlope: {x: -0, y: 3.3500001, z: -0}
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value: {x: 1, y: 2, z: 1}
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inSlope: {x: -0, y: 6, z: -0}
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outSlope: {x: 0, y: 0, z: 0}
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tangentMode: 0
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weightedMode: 0
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@ -425,15 +425,15 @@ AnimationClip:
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time: 0
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value: 0.8
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inSlope: 0
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outSlope: 3.3500001
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outSlope: 6
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tangentMode: 69
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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- serializedVersion: 3
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time: 0.2
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value: 1.47
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inSlope: 3.3500001
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value: 2
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inSlope: 6
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outSlope: 0
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tangentMode: 69
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weightedMode: 0
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@ -13,52 +13,100 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
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public GameObject stubbleSprite;
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private RhythmTweezers game;
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private Tweezers tweezers;
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private bool isHolding = false;
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private float holdBeat = 0f;
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private Animator anim;
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private int pluckState = 0;
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public GameObject holder;
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public GameObject loop;
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private AudioSource pullSound;
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private void Awake()
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{
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game = RhythmTweezers.instance;
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anim = GetComponent<Animator>();
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tweezers = game.Tweezers;
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}
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private void Update()
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{
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float stateBeat = Conductor.instance.GetPositionFromBeat(createBeat + game.tweezerBeatOffset, game.beatInterval);
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StateCheck(stateBeat);
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float stateBeat;
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if (PlayerInput.Pressed() && tweezers.hitOnFrame == 0)
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switch (pluckState)
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{
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if (state.perfect)
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{
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Jukebox.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}");
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isHolding = true;
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holdBeat = Conductor.instance.songPositionInBeats;
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}
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// Able to be held.
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case 0:
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stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.tweezerBeatOffset + game.beatInterval, 1f);
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StateCheck(stateBeat);
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if (PlayerInput.Pressed())
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{
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if (state.perfect)
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{
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pullSound = Jukebox.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}");
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pluckState = 1;
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ResetState();
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}
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else if (state.notPerfect())
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{
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// I don't know what happens if you mess up here.
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pluckState = -1;
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}
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}
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break;
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// In held state. Able to be released.
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case 1:
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stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.tweezerBeatOffset + game.beatInterval + 0.5f, 1f);
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StateCheck(stateBeat);
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if (PlayerInput.PressedUp())
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{
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// It's possible to release earlier than earlyTime,
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// and the hair will automatically be released before lateTime,
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// so standard state checking isn't applied here
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// (though StateCheck is still used for autoplay).
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if (stateBeat >= Minigame.perfectTime)
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{
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Ace();
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}
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else
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{
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var normalized = Conductor.instance.GetPositionFromBeat(createBeat + game.tweezerBeatOffset + game.beatInterval, 0.5f);
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// Hair gets released early and returns whoops.
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anim.Play("LoopPullReverse", 0, normalized);
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tweezers.anim.Play("Idle", 0, 0);
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if (pullSound != null)
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pullSound.Stop();
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pluckState = -1;
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}
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}
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break;
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// Released or missed. Can't be held or released.
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default:
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break;
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}
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if (isHolding && Conductor.instance.songPositionInBeats >= holdBeat + 0.5f)
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if (pluckState == 1)
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{
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Destroy(holder.transform.GetChild(0).gameObject);
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isHolding = false;
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Ace();
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}
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var hairDirection = tweezers.tweezerSpriteTrans.position - holder.transform.position;
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holder.transform.rotation = Quaternion.FromToRotation(Vector3.down, hairDirection);
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if (isHolding)
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{
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holder.transform.eulerAngles = new Vector3(0, 0, tweezers.transform.eulerAngles.z * 1.056f);
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holder.transform.GetChild(0).transform.localScale = Vector2.one / holder.transform.localScale;
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(holdBeat, 0.5f);
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GetComponent<Animator>().Play("LoopPull", 0, normalizedBeat);
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(createBeat + game.tweezerBeatOffset + game.beatInterval, 0.5f);
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anim.Play("LoopPull", 0, normalizedBeat);
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tweezers.anim.Play("Tweezers_LongPluck", 0, normalizedBeat);
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// float angleBetweenTweezersAndHair = angleBtw2Points(tweezers.transform.position, holder.transform.position);
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// holder.transform.rotation = Quaternion.Euler(new Vector3(0, 0, angleBetweenTweezersAndHair));
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// Auto-release if holding at release time.
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if (normalizedBeat >= 1f)
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Ace();
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}
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loop.transform.localScale = Vector2.one / holder.transform.localScale;
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}
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@ -69,10 +117,27 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
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public void Ace()
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{
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Jukebox.PlayOneShotGame("rhythmTweezers/longPullEnd");
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tweezers.LongPluck(true, this);
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tweezers.hitOnFrame++;
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if (pullSound != null)
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pullSound.Stop();
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pluckState = -1;
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}
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public override void OnAce()
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{
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if (pluckState == 0)
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{
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pullSound = Jukebox.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}");
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pluckState = 1;
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ResetState();
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}
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else if (pluckState == 1)
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{
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Ace();
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}
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}
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}
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}
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@ -16,6 +16,7 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
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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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public Transform tweezerSpriteTrans;
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private void Start()
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{
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@ -83,8 +84,12 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
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if (ace)
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{
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Jukebox.PlayOneShotGame("rhythmTweezers/longPullEnd");
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hair.hairSprite.SetActive(false);
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hair.stubbleSprite.SetActive(true);
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// Making transparent instead of disabling because animators are silly.
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hair.loop.GetComponent<SpriteRenderer>().color = Color.clear;
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game.hairsLeft--;
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game.eyeSize = Mathf.Clamp(game.eyeSize + 1, 0, 10);
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@ -40,7 +40,7 @@ namespace RhythmHeavenMania.Util
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FindJukebox().GetComponent<AudioSource>().volume = volume;
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}
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public static void PlayOneShot(string name, float beat = -1)
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public static AudioSource PlayOneShot(string name, float beat = -1)
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{
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GameObject oneShot = new GameObject("oneShot");
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@ -55,9 +55,11 @@ namespace RhythmHeavenMania.Util
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// snd.pitch = (clip.length / Conductor.instance.secPerBeat);
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GameManager.instance.SoundObjects.Add(oneShot);
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return audioSource;
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}
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public static void PlayOneShotScheduled(string name, double targetTime)
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public static AudioSource PlayOneShotScheduled(string name, double targetTime)
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{
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GameObject oneShot = new GameObject("oneShotScheduled");
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@ -75,22 +77,28 @@ namespace RhythmHeavenMania.Util
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audioSource.PlayScheduled(targetTime);
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GameManager.instance.SoundObjects.Add(oneShot);
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return audioSource;
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}
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public static void PlayOneShotGame(string name, float beat = -1)
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public static AudioSource PlayOneShotGame(string name, float beat = -1)
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{
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if (GameManager.instance.currentGame == name.Split('/')[0])
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{
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PlayOneShot($"games/{name}", beat);
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return PlayOneShot($"games/{name}", beat);
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}
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return null;
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}
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public static void PlayOneShotScheduledGame(string name, double targetTime)
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public static AudioSource PlayOneShotScheduledGame(string name, double targetTime)
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{
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if (GameManager.instance.currentGame == name.Split('/')[0])
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{
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PlayOneShotScheduled($"games/{name}", targetTime);
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return PlayOneShotScheduled($"games/{name}", targetTime);
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}
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return null;
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}
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}
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