mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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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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12 changed files with 2021 additions and 34 deletions
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@ -2,14 +2,23 @@ using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
using RhythmHeavenMania.Util;
|
||||||
|
|
||||||
namespace RhythmHeavenMania.Games.RhythmTweezers
|
namespace RhythmHeavenMania.Games.RhythmTweezers
|
||||||
{
|
{
|
||||||
public class LongHair : PlayerActionObject
|
public class LongHair : PlayerActionObject
|
||||||
{
|
{
|
||||||
public float createBeat;
|
public float createBeat;
|
||||||
|
public GameObject hairSprite;
|
||||||
|
public GameObject stubbleSprite;
|
||||||
private RhythmTweezers game;
|
private RhythmTweezers game;
|
||||||
private Tweezers tweezers;
|
private Tweezers tweezers;
|
||||||
|
|
||||||
|
private bool isHolding = false;
|
||||||
|
private float holdBeat = 0f;
|
||||||
|
|
||||||
|
public GameObject holder;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
game = RhythmTweezers.instance;
|
game = RhythmTweezers.instance;
|
||||||
|
@ -25,13 +34,42 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
|
||||||
{
|
{
|
||||||
if (state.perfect)
|
if (state.perfect)
|
||||||
{
|
{
|
||||||
Ace();
|
Jukebox.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}");
|
||||||
|
isHolding = true;
|
||||||
|
holdBeat = Conductor.instance.songPositionInBeats;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (isHolding && Conductor.instance.songPositionInBeats >= holdBeat + 0.5f)
|
||||||
|
{
|
||||||
|
Destroy(holder.transform.GetChild(0).gameObject);
|
||||||
|
isHolding = false;
|
||||||
|
Ace();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
if (isHolding)
|
||||||
|
{
|
||||||
|
holder.transform.eulerAngles = new Vector3(0, 0, tweezers.transform.eulerAngles.z * 1.056f);
|
||||||
|
holder.transform.GetChild(0).transform.localScale = Vector2.one / holder.transform.localScale;
|
||||||
|
|
||||||
|
float normalizedBeat = Conductor.instance.GetPositionFromBeat(holdBeat, 0.5f);
|
||||||
|
GetComponent<Animator>().Play("LoopPull", 0, normalizedBeat);
|
||||||
|
tweezers.anim.Play("Tweezers_LongPluck", 0, normalizedBeat);
|
||||||
|
// float angleBetweenTweezersAndHair = angleBtw2Points(tweezers.transform.position, holder.transform.position);
|
||||||
|
// holder.transform.rotation = Quaternion.Euler(new Vector3(0, 0, angleBetweenTweezersAndHair));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
float angleBtw2Points(Vector3 a, Vector3 b)
|
||||||
|
{
|
||||||
|
return Mathf.Atan2(a.y - b.y, a.x - b.x) * Mathf.Rad2Deg;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Ace()
|
public void Ace()
|
||||||
{
|
{
|
||||||
|
Jukebox.PlayOneShotGame("rhythmTweezers/longPullEnd");
|
||||||
tweezers.LongPluck(true, this);
|
tweezers.LongPluck(true, this);
|
||||||
|
|
||||||
tweezers.hitOnFrame++;
|
tweezers.hitOnFrame++;
|
||||||
|
|
|
@ -58,6 +58,7 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
|
||||||
Jukebox.PlayOneShotGame("rhythmTweezers/shortAppear", beat);
|
Jukebox.PlayOneShotGame("rhythmTweezers/shortAppear", beat);
|
||||||
Hair hair = Instantiate(hairBase, HairsHolder.transform).GetComponent<Hair>();
|
Hair hair = Instantiate(hairBase, HairsHolder.transform).GetComponent<Hair>();
|
||||||
hair.gameObject.SetActive(true);
|
hair.gameObject.SetActive(true);
|
||||||
|
hair.GetComponent<Animator>().Play("SmallAppear", 0, 0);
|
||||||
|
|
||||||
float rot = -58f + 116 * Mathp.Normalize(beat, intervalStartBeat, intervalStartBeat + beatInterval - 1f);
|
float rot = -58f + 116 * Mathp.Normalize(beat, intervalStartBeat, intervalStartBeat + beatInterval - 1f);
|
||||||
hair.transform.eulerAngles = new Vector3(0, 0, rot);
|
hair.transform.eulerAngles = new Vector3(0, 0, rot);
|
||||||
|
@ -77,6 +78,7 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
|
||||||
Jukebox.PlayOneShotGame("rhythmTweezers/longAppear", beat);
|
Jukebox.PlayOneShotGame("rhythmTweezers/longAppear", beat);
|
||||||
LongHair hair = Instantiate(longHairBase, HairsHolder.transform).GetComponent<LongHair>();
|
LongHair hair = Instantiate(longHairBase, HairsHolder.transform).GetComponent<LongHair>();
|
||||||
hair.gameObject.SetActive(true);
|
hair.gameObject.SetActive(true);
|
||||||
|
hair.GetComponent<Animator>().Play("LongAppear", 0, 0);
|
||||||
|
|
||||||
float rot = -58f + 116 * Mathp.Normalize(beat, intervalStartBeat, intervalStartBeat + beatInterval - 1f);
|
float rot = -58f + 116 * Mathp.Normalize(beat, intervalStartBeat, intervalStartBeat + beatInterval - 1f);
|
||||||
hair.transform.eulerAngles = new Vector3(0, 0, rot);
|
hair.transform.eulerAngles = new Vector3(0, 0, rot);
|
||||||
|
|
|
@ -79,21 +79,26 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
|
||||||
|
|
||||||
public void LongPluck(bool ace, LongHair hair)
|
public void LongPluck(bool ace, LongHair hair)
|
||||||
{
|
{
|
||||||
anim.Play("Tweezers_Pluck", 0, 0);
|
DropHeldHair();
|
||||||
|
|
||||||
if (hitOnFrame > 0) return;
|
|
||||||
|
|
||||||
if (ace)
|
if (ace)
|
||||||
{
|
{
|
||||||
float beat = Conductor.instance.songPositionInBeats;
|
hair.hairSprite.SetActive(false);
|
||||||
MultiSound.Play(new MultiSound.Sound[]
|
hair.stubbleSprite.SetActive(true);
|
||||||
{
|
|
||||||
new MultiSound.Sound($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}", beat),
|
|
||||||
new MultiSound.Sound("rhythmTweezers/longPullEnd", beat + 0.5f),
|
|
||||||
});
|
|
||||||
|
|
||||||
Destroy(hair.gameObject);
|
game.hairsLeft--;
|
||||||
|
game.eyeSize = Mathf.Clamp(game.eyeSize + 1, 0, 10);
|
||||||
|
|
||||||
|
if (game.hairsLeft <= 0)
|
||||||
|
vegetableAnim.Play("HopFinal", 0, 0);
|
||||||
|
else
|
||||||
|
vegetableAnim.Play("Hop" + game.eyeSize.ToString(), 0, 0);
|
||||||
|
|
||||||
|
anim.Play("Tweezers_Pluck_Success", 0, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pluckingThisFrame = true;
|
||||||
|
holdingHair = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void DropHeldHair()
|
public void DropHeldHair()
|
||||||
|
@ -110,6 +115,7 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
|
||||||
|
|
||||||
// Make the hair spin.
|
// Make the hair spin.
|
||||||
// (The prefab has a Rigidbody2D component already so that it falls)
|
// (The prefab has a Rigidbody2D component already so that it falls)
|
||||||
|
droppedHair.GetComponent<Rigidbody2D>().interpolation = RigidbodyInterpolation2D.Interpolate;
|
||||||
droppedHair.GetComponent<Rigidbody2D>().angularVelocity = UnityEngine.Random.Range(-120f, 120f);
|
droppedHair.GetComponent<Rigidbody2D>().angularVelocity = UnityEngine.Random.Range(-120f, 120f);
|
||||||
|
|
||||||
holdingHair = false;
|
holdingHair = false;
|
||||||
|
|
Loading…
Reference in a new issue