HeavenStudio/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs
Zeo e50e4e39e0
Mass Text Update (#615)
* Air Rally Text Update

* Blue Bear Text Update

* Board Meeting Text Update

* Built To Scale DS Text Update

also changed Air Rally's assetbundle tag from "normal" to "keep"

* Catchy Tune Text Update

also changed some minor wording in Board Meeting and Built To Scale DS

* Cheer Readers Text Update

* The Clappy Trio Text Update

* Coin Toss Text Update

* Crop Stomp Text Update

* DJ School Text Update

* Dog Ninja Text Update

* Double Date Text Update

* Drumming Practice Text Update

* Fan Club Text Update

* Fireworks Text Update

* Second Contact Text Update

* Flipper-Flop Text Update

also fix an error in Catchy Tune

* Fork Lifter Text Update

* Glee Club Text Update

* Karate Man Text Update

also minor updates to other games

* Kitties! Text Update

* Launch Party Text Update

* Lockstep Text Update

* Marching Orders Text Update

* Meat Grinder Text Update

also fixed an error in Second Contact

* Mr. Upbeat Text Update

* Munchy Monk Text Update

* Octopus Machine Text Update

* Pajama Party Text Update

* Quiz Show Text Update

also changed some wording in meat grinder

* Rhythm Rally Text Update

* Rhythm Somen Text Update

that was easy

* Rhythm Tweezers Text Update

* Ringside Text Update

* Rockers Text Update

this sucked

* Samurai Slice DS Text Update

* See Saw Text Update

* Sneaky Spirits Text Update

* Spaceball Text Update

* Space Dance Text Update

* Space Soccer Text Update

* Splashdown Text Update

* Tambourine Text Update

* Tap Trial Text Update

* Tap Troupe Text Update

* The Dazzles Text Update

* Toss Boys Text Update

* Tram & Pauline Text Update

also added translation for Fireworks

* Tunnel Text Update

* Wizard's Waltz Text Update

* Working Dough Text Update

* fix compiler errors

* fix editor offset bug(?)

* fix missing param in second contact

* Ball Redispense text

* remove space soccer swing

* Trick on the Class Text Update

* Non-Game Text Update

* fix pre-function sorting

* camera shake ease

* remove a bunch of prints

* rhythm tweezers bug fix

* Update Credits.txt

* ssds nop samurai bop

* swap order of shake properties

* Update FirstContact.cs

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00

680 lines
27 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using DG.Tweening;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class AgbHairLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("rhythmTweezers", "Rhythm Tweezers", "a14fa1", false, false, new List<GameAction>()
{
new GameAction("start interval", "Start Interval")
{
preFunction = delegate { RhythmTweezers.PreInterval(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["auto"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
}
},
new GameAction("short hair", "Short Hair")
{
defaultLength = 0.5f
},
new GameAction("long hair", "Curly Hair")
{
defaultLength = 0.5f
},
new GameAction("passTurn", "Pass Turn")
{
preFunction = delegate { var e = eventCaller.currentEntity; RhythmTweezers.PrePassTurn(e.beat); },
},
new GameAction("next vegetable", "Swap Vegetable")
{
function = delegate
{
var e = eventCaller.currentEntity;
if (!e["instant"]) RhythmTweezers.instance.NextVegetable(e.beat, e["type"], e["colorA"], e["colorB"]);
else RhythmTweezers.instance.ChangeVegetableImmediate(e["type"], e["colorA"], e["colorB"]);
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "Set the vegetable to switch to."),
new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "Set the color of the onion."),
new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "Set the color of the potato."),
new Param("instant", false, "Instant", "Toggle if the vegetable should skip the moving animation and instantly swap.")
},
priority = 3
},
new GameAction("noPeek", "No Peeking Sign")
{
preFunction = delegate { var e = eventCaller.currentEntity; RhythmTweezers.PreNoPeeking(e.beat, e.length, e["type"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("type", RhythmTweezers.NoPeekSignType.Full, "Side", "Set the side for the sign to appear on.")
}
},
new GameAction("fade background color", "Background Appearance")
{
function = delegate
{
var e = eventCaller.currentEntity;
RhythmTweezers.instance.BackgroundColor(e.beat, e.length, e["colorA"], e["colorB"], e["ease"]);
},
resizable = true,
parameters = new List<Param>()
{
new Param("colorA", Color.white, "Start Color", "Set the color at the start of the event."),
new Param("colorB", RhythmTweezers.defaultBgColor, "End Color", "Set the color at the end of the event."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
},
new GameAction("altSmile", "Use Alt Smile")
{
function = delegate
{
RhythmTweezers.instance.VegetableAnimator.SetBool("UseAltSmile", !RhythmTweezers.instance.VegetableAnimator.GetBool("UseAltSmile"));
},
defaultLength = 0.5f
},
//backwards compatibility
new GameAction("change vegetable", "Change Vegetable (Instant)")
{
function = delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeVegetableImmediate(e["type"], e["colorA"], e["colorB"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("type", RhythmTweezers.VegetableType.Onion, "Type", "The vegetable to switch to"),
new Param("colorA", RhythmTweezers.defaultOnionColor, "Onion Color", "The color of the onion"),
new Param("colorB", RhythmTweezers.defaultPotatoColor, "Potato Color", "The color of the potato")
},
hidden = true,
},
},
new List<string>() {"agb", "repeat"},
"agbhair", "en",
new List<string>() {}
);
}
}
}
namespace HeavenStudio.Games
{
using Jukebox;
using Scripts_RhythmTweezers;
public class RhythmTweezers : Minigame
{
public enum VegetableType
{
Onion,
Potato
}
public enum NoPeekSignType
{
Full,
HalfRight,
HalfLeft
}
private struct QueuedPeek
{
public double beat;
public float length;
public int type;
}
[Header("References")]
public Transform VegetableHolder;
public SpriteRenderer Vegetable;
public SpriteRenderer VegetableDupe;
public Animator VegetableAnimator;
public SpriteRenderer bg;
public Tweezers Tweezers;
private Tweezers currentTweezers;
public GameObject hairBase;
public GameObject longHairBase;
public GameObject pluckedHairBase;
[SerializeField] NoPeekingSign noPeekingRef;
public GameObject HairsHolder;
public GameObject DroppedHairsHolder;
[Header("Variables")]
private static List<QueuedPeek> queuedPeeks = new List<QueuedPeek>();
[Header("Sprites")]
public Sprite pluckedHairSprite;
public Sprite missedHairSprite;
public Sprite onionSprite;
public Sprite potatoSprite;
bool transitioning = false;
private static Color _defaultOnionColor;
public static Color defaultOnionColor
{
get
{
ColorUtility.TryParseHtmlString("#C89600", out _defaultOnionColor);
return _defaultOnionColor;
}
}
private static Color _defaultPotatoColor;
public static Color defaultPotatoColor
{
get
{
ColorUtility.TryParseHtmlString("#FFDC00", out _defaultPotatoColor);
return _defaultPotatoColor;
}
}
private static Color _defaultBgColor;
public static Color defaultBgColor
{
get
{
ColorUtility.TryParseHtmlString("#A14FA1", out _defaultBgColor);
return _defaultBgColor;
}
}
public static RhythmTweezers instance { get; set; }
private static CallAndResponseHandler crHandlerInstance;
private List<Hair> spawnedHairs = new List<Hair>();
private List<LongHair> spawnedLongs = new List<LongHair>();
private static List<double> passedTurns = new();
private struct QueuedInterval
{
public double beat;
public float interval;
public bool autoPassTurn;
}
private static List<QueuedInterval> queuedIntervals = new List<QueuedInterval>();
protected static bool IA_PadAnyDown(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt)
|| PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt)
|| PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt)
|| PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt)
|| PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
}
protected static bool IA_PadAnyUp(out double dt)
{
bool face = PlayerInput.GetPadUp(InputController.ActionsPad.East, out dt)
&& !(PlayerInput.GetPad(InputController.ActionsPad.Up)
|| PlayerInput.GetPad(InputController.ActionsPad.Down)
|| PlayerInput.GetPad(InputController.ActionsPad.Left)
|| PlayerInput.GetPad(InputController.ActionsPad.Right));
bool pad = (PlayerInput.GetPadUp(InputController.ActionsPad.Up)
|| PlayerInput.GetPadUp(InputController.ActionsPad.Down)
|| PlayerInput.GetPadUp(InputController.ActionsPad.Left)
|| PlayerInput.GetPadUp(InputController.ActionsPad.Right))
&& !PlayerInput.GetPad(InputController.ActionsPad.East);
return face || pad;
}
public static PlayerInput.InputAction InputAction_Press =
new("AgbHairPress", new int[] { IAPressCat, IAPressCat, IAPressCat },
IA_PadAnyDown, IA_TouchBasicPress, IA_BatonBasicPress);
public static PlayerInput.InputAction InputAction_Release =
new("AgbHairRelease", new int[] { IAReleaseCat, IAReleaseCat, IAReleaseCat },
IA_PadAnyUp, IA_TouchBasicRelease, IA_BatonBasicRelease);
private void Awake()
{
instance = this;
colorStart = defaultBgColor;
colorEnd = defaultBgColor;
if (crHandlerInstance != null && crHandlerInstance.queuedEvents.Count > 0)
{
foreach (var crEvent in crHandlerInstance.queuedEvents)
{
if (crEvent.tag == "Hair")
{
Hair hair = Instantiate(hairBase, HairsHolder.transform).GetComponent<Hair>();
spawnedHairs.Add(hair);
hair.gameObject.SetActive(true);
hair.GetComponent<Animator>().Play("SmallAppear", 0, 1);
float rot = -58f + 116 * Mathp.Normalize((float)crEvent.relativeBeat, 0, crHandlerInstance.intervalLength - 1);
hair.transform.eulerAngles = new Vector3(0, 0, rot);
hair.createBeat = crEvent.beat;
}
else if (crEvent.tag == "Long")
{
LongHair hair = Instantiate(longHairBase, HairsHolder.transform).GetComponent<LongHair>();
spawnedLongs.Add(hair);
hair.gameObject.SetActive(true);
hair.GetComponent<Animator>().Play("LongAppear", 0, 1);
float rot = -58f + 116 * Mathp.Normalize((float)crEvent.relativeBeat, 0, crHandlerInstance.intervalLength - 1);
hair.transform.eulerAngles = new Vector3(0, 0, rot);
hair.createBeat = crEvent.beat;
}
}
}
}
public override void OnPlay(double beat)
{
crHandlerInstance = null;
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
queuedIntervals.Clear();
PersistBlocks(beat);
}
private void OnDestroy()
{
if (!Conductor.instance.isPlaying)
{
crHandlerInstance = null;
}
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
private void SpawnHairInactive(double beat)
{
if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
crHandlerInstance.AddEvent(beat, 0, "Hair");
Hair hair = Instantiate(hairBase, HairsHolder.transform).GetComponent<Hair>();
spawnedHairs.Add(hair);
hair.gameObject.SetActive(true);
hair.GetComponent<Animator>().Play("SmallAppear", 0, 1);
float rot = -58f + 116 * crHandlerInstance.GetIntervalProgressFromBeat(beat, 1);
hair.transform.eulerAngles = new Vector3(0, 0, rot);
hair.createBeat = beat;
}
private void SpawnLongHairInactive(double beat)
{
if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
crHandlerInstance.AddEvent(beat, 0.5f, "Long");
LongHair hair = Instantiate(longHairBase, HairsHolder.transform).GetComponent<LongHair>();
spawnedLongs.Add(hair);
hair.gameObject.SetActive(true);
hair.GetComponent<Animator>().Play("LongAppear", 0, 1);
float rot = -58f + 116 * crHandlerInstance.GetIntervalProgressFromBeat(beat, 1);
hair.transform.eulerAngles = new Vector3(0, 0, rot);
hair.createBeat = beat;
}
public void SpawnHair(double beat)
{
if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
// End transition early if the next hair is a lil early.
StopTransitionIfActive();
crHandlerInstance.AddEvent(beat, 0, "Hair");
SoundByte.PlayOneShotGame("rhythmTweezers/shortAppear", beat);
Hair hair = Instantiate(hairBase, transform).GetComponent<Hair>();
spawnedHairs.Add(hair);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
hair.gameObject.SetActive(true);
hair.GetComponent<Animator>().Play("SmallAppear", 0, 0);
hair.transform.SetParent(HairsHolder.transform, false);
})
});
float rot = -58f + 116 * crHandlerInstance.GetIntervalProgressFromBeat(beat, 1);
hair.transform.eulerAngles = new Vector3(0, 0, rot);
hair.createBeat = beat;
}
public void SpawnLongHair(double beat)
{
if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
StopTransitionIfActive();
crHandlerInstance.AddEvent(beat, 0.5f, "Long");
SoundByte.PlayOneShotGame("rhythmTweezers/longAppear", beat);
LongHair hair = Instantiate(longHairBase, transform).GetComponent<LongHair>();
spawnedLongs.Add(hair);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
hair.gameObject.SetActive(true);
hair.GetComponent<Animator>().Play("LongAppear", 0, 0);
hair.transform.SetParent(HairsHolder.transform, false);
})
});
float rot = -58f + 116 * crHandlerInstance.GetIntervalProgressFromBeat(beat, 1);
hair.transform.eulerAngles = new Vector3(0, 0, rot);
hair.createBeat = beat;
}
private void SetIntervalStart(double beat, double gameSwitchBeat, float interval = 4f, bool autoPassTurn = true)
{
StopTransitionIfActive();
CallAndResponseHandler newHandler = new();
crHandlerInstance = newHandler;
crHandlerInstance.StartInterval(beat, interval);
List<RiqEntity> relevantHairEvents = GetAllHairsInBetweenBeat(beat, beat + interval);
foreach (var hairEvent in relevantHairEvents)
{
if (hairEvent.beat >= gameSwitchBeat)
{
if (hairEvent.datamodel == "rhythmTweezers/short hair")
{
SpawnHair(hairEvent.beat);
}
else
{
SpawnLongHair(hairEvent.beat);
}
}
else
{
if (hairEvent.datamodel == "rhythmTweezers/short hair")
{
SpawnHairInactive(hairEvent.beat);
}
else
{
SpawnLongHairInactive(hairEvent.beat);
}
}
}
if (autoPassTurn)
{
PassTurn(beat + interval, interval, newHandler);
}
}
public static void PreInterval(double beat, float interval = 4f, bool autoPassTurn = true)
{
if (GameManager.instance.currentGame == "rhythmTweezers")
{
instance.SetIntervalStart(beat, beat, interval, autoPassTurn);
}
else
{
queuedIntervals.Add(new QueuedInterval()
{
beat = beat,
interval = interval,
autoPassTurn = autoPassTurn
});
}
}
private static List<RiqEntity> GetAllHairsInBetweenBeat(double beat, double endBeat)
{
List<RiqEntity> hairEvents = EventCaller.GetAllInGameManagerList("rhythmTweezers", new string[] { "short hair", "long hair"});
List<RiqEntity> tempEvents = new();
foreach (var entity in hairEvents)
{
if (entity.beat >= beat && entity.beat < endBeat)
{
tempEvents.Add(entity);
}
}
return tempEvents;
}
private void PassTurnStandalone(double beat)
{
if (crHandlerInstance != null) PassTurn(beat, crHandlerInstance.intervalLength, crHandlerInstance);
}
private void PassTurn(double beat, double length, CallAndResponseHandler crHandler)
{
Tweezers spawnedTweezers = Instantiate(Tweezers, transform);
spawnedTweezers.gameObject.SetActive(true);
spawnedTweezers.Init(beat, beat + length);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 0.25, delegate
{
if (crHandler.queuedEvents.Count > 0)
{
currentTweezers = spawnedTweezers;
spawnedTweezers.hairsLeft = crHandler.queuedEvents.Count;
foreach (var crEvent in crHandler.queuedEvents)
{
if (crEvent.tag == "Hair")
{
Hair hairToInput = spawnedHairs.Find(x => x.createBeat == crEvent.beat);
hairToInput.StartInput(beat, crEvent.relativeBeat, spawnedTweezers);
}
else if (crEvent.tag == "Long")
{
LongHair hairToInput = spawnedLongs.Find(x => x.createBeat == crEvent.beat);
hairToInput.StartInput(beat, crEvent.relativeBeat, spawnedTweezers);
}
}
crHandler.queuedEvents.Clear();
}
}),
});
}
public static void PrePassTurn(double beat)
{
if (GameManager.instance.currentGame == "rhythmTweezers")
{
instance.PassTurnStandalone(beat);
}
else
{
passedTurns.Add(beat);
}
}
Tween transitionTween;
const float vegDupeOffset = 16.7f;
public void NextVegetable(double beat, int type, Color onionColor, Color potatoColor)
{
transitioning = true;
SoundByte.PlayOneShotGame("rhythmTweezers/register", beat);
Sprite nextVeggieSprite = type == 0 ? onionSprite : potatoSprite;
Color nextColor = type == 0 ? onionColor : potatoColor;
VegetableDupe.sprite = nextVeggieSprite;
VegetableDupe.color = nextColor;
// Move both vegetables to the left by vegDupeOffset, then reset their positions.
// On position reset, reset state of core vegetable.
transitionTween = VegetableHolder.DOLocalMoveX(-vegDupeOffset, Conductor.instance.secPerBeat * 0.5f / Conductor.instance.musicSource.pitch)
.OnComplete(() => {
var holderPos = VegetableHolder.localPosition;
VegetableHolder.localPosition = new Vector3(0f, holderPos.y, holderPos.z);
Vegetable.sprite = nextVeggieSprite;
Vegetable.color = nextColor;
ResetVegetable();
transitioning = false;
}).SetEase(Ease.InOutSine);
}
public void ChangeVegetableImmediate(int type, Color onionColor, Color potatoColor)
{
StopTransitionIfActive();
Sprite newSprite = type == 0 ? onionSprite : potatoSprite;
Color newColor = type == 0 ? onionColor : potatoColor;
Vegetable.sprite = newSprite;
Vegetable.color = newColor;
VegetableDupe.sprite = newSprite;
VegetableDupe.color = newColor;
}
private double colorStartBeat = -1;
private float colorLength = 0f;
private Color colorStart = Color.white; //obviously put to the default color of the game
private Color colorEnd = Color.white;
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
//call this in update
private void BackgroundColorUpdate()
{
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
var func = Util.EasingFunction.GetEasingFunction(colorEase);
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
bg.color = new Color(newR, newG, newB);
}
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
{
colorStartBeat = beat;
colorLength = length;
colorStart = colorStartSet;
colorEnd = colorEndSet;
colorEase = (Util.EasingFunction.Ease)ease;
}
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
private void PersistBlocks(double beat)
{
var allEventsBeforeBeat = GameManager.instance.Beatmap.Entities.FindAll(x => x.datamodel.Split('/')[0] == "rhythmTweezers" && x.beat < beat);
var allColorEventsBeforeBeat = allEventsBeforeBeat.FindAll(x => x.datamodel == "rhythmTweezers/fade background color");
if (allColorEventsBeforeBeat.Count > 0)
{
allColorEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
var lastEvent = allColorEventsBeforeBeat[^1];
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorA"], lastEvent["colorB"], lastEvent["ease"]);
}
var allAltFaceEventsBeforeBeat = allEventsBeforeBeat.FindAll(x => x.datamodel == "rhythmTweezers/altSmile");
VegetableAnimator.SetBool("UseAltSmile", allAltFaceEventsBeforeBeat.Count % 2 == 1);
}
public static void PreNoPeeking(double beat, float length, int type)
{
if (GameManager.instance.currentGame == "rhythmTweezers")
{
instance.NoPeeking(beat, length, type);
}
else
{
queuedPeeks.Add(new QueuedPeek()
{
beat = beat,
length = length,
type = type
});
}
}
public void NoPeeking(double beat, float length, int type)
{
NoPeekingSign spawnedNoPeekingSign = Instantiate(noPeekingRef, transform);
spawnedNoPeekingSign.gameObject.SetActive(true);
spawnedNoPeekingSign.Init(beat, length, type);
}
private void Update()
{
if (Conductor.instance.isPlaying && !Conductor.instance.isPaused)
{
if (passedTurns.Count > 0)
{
foreach (var turn in passedTurns)
{
PassTurnStandalone(turn);
}
passedTurns.Clear();
}
if (queuedPeeks.Count > 0)
{
foreach (var peek in queuedPeeks)
{
NoPeeking(peek.beat, peek.length, peek.type);
}
queuedPeeks.Clear();
}
}
BackgroundColorUpdate();
}
public override void OnGameSwitch(double beat)
{
if (Conductor.instance.isPlaying && !Conductor.instance.isPaused)
{
if (queuedIntervals.Count > 0)
{
foreach (var interval in queuedIntervals)
{
SetIntervalStart(interval.beat, beat, interval.interval, interval.autoPassTurn);
}
queuedIntervals.Clear();
}
}
PersistBlocks(beat);
}
private void ResetVegetable()
{
// If the tweezers happen to be holding a hair, drop it immediately so it can be destroyed below.
currentTweezers?.DropHeldHair();
foreach (Transform t in HairsHolder.transform)
{
GameObject.Destroy(t.gameObject);
}
foreach (Transform t in DroppedHairsHolder.transform)
{
GameObject.Destroy(t.gameObject);
}
VegetableAnimator.Play("Idle", 0, 0);
}
private void StopTransitionIfActive()
{
if (transitioning)
{
if (transitionTween != null)
{
transitionTween.Complete(true);
transitionTween.Kill();
}
}
}
}
}