ebeea121ed
I just moved everything that was in start to awake. There are a few other changes I made, like using init functions rather than awake in scripts that depended on something that was initialized in another script's awake (to make sure things always happen in the right order), as well as some other stuff in some specific minigames
129 lines
4.1 KiB
C#
129 lines
4.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_RhythmTweezers
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{
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public class Tweezers : MonoBehaviour
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{
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public int hitOnFrame;
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[NonSerialized] public Animator anim;
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private Animator vegetableAnim;
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private RhythmTweezers game;
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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 Awake()
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{
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anim = GetComponent<Animator>();
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vegetableAnim = RhythmTweezers.instance.VegetableAnimator;
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game = RhythmTweezers.instance;
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}
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private void LateUpdate()
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{
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if (PlayerInput.Pressed(true))
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{
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if (!pluckingThisFrame) // Did you do a successful pluck earlier in the frame?
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{
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DropHeldHair();
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anim.Play("Tweezers_Pluck", 0, 0);
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}
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}
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pluckingThisFrame = false;
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}
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public void Pluck(bool ace, Hair hair)
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{
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DropHeldHair();
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if (ace)
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{
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Jukebox.PlayOneShotGame($"rhythmTweezers/shortPluck{UnityEngine.Random.Range(1, 21)}");
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hair.hairSprite.SetActive(false);
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hair.stubbleSprite.SetActive(true);
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game.hairsLeft--;
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game.eyeSize = Mathf.Clamp(game.eyeSize + 1, 0, 10);
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if (game.hairsLeft <= 0)
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vegetableAnim.Play("HopFinal", 0, 0);
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else
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vegetableAnim.Play("Hop" + game.eyeSize.ToString(), 0, 0);
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anim.Play("Tweezers_Pluck_Success", 0, 0);
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}
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else
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{
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Jukebox.PlayOneShotGame($"rhythmTweezers/shortPluck{UnityEngine.Random.Range(1, 21)}");
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Jukebox.PlayOneShot("miss");
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hair.hairSprite.SetActive(false);
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hair.missedSprite.SetActive(true);
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vegetableAnim.Play("Blink", 0, 0);
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anim.Play("Tweezers_Pluck_Fail", 0, 0);
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}
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pluckingThisFrame = true; // Prevents standard pluck from playing in LateUpdate().
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holdingHair = true;
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}
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public void LongPluck(bool ace, LongHair hair)
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{
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DropHeldHair();
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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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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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{
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if (!holdingHair) return;
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var droppedHair = GameObject.Instantiate(game.pluckedHairBase, game.DroppedHairsHolder.transform).GetComponent<SpriteRenderer>();
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droppedHair.gameObject.SetActive(true);
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droppedHair.transform.position = heldHairSprite.transform.position;
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droppedHair.transform.rotation = heldHairSprite.transform.rotation;
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droppedHair.sprite = heldHairSprite.sprite;
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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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}
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}
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} |