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if (this.gameObject.transform.position.x == collidedObject.transform.position.x && this.gameObject.transform.position.y == collidedObject.transform.position.y) { + if (this.gameObject.transform.position.x == collidedObject.transform.position.x && this.gameObject.transform.position.y == collidedObject.transform.position.y && !pinned) { animator.SetBool("pinned", true); pinned = true; + tambourineHitSound.Play(); } else { // print("pinned, but not same position: " + this.gameObject.transform.position + " / " + collidedObject.transform.position); } diff --git a/Assets/Scripts/Tutorial_GrapplingGun.cs b/Assets/Scripts/Tutorial_GrapplingGun.cs index 7ece90b..26df52e 100644 --- a/Assets/Scripts/Tutorial_GrapplingGun.cs +++ b/Assets/Scripts/Tutorial_GrapplingGun.cs @@ -51,13 +51,16 @@ public class Tutorial_GrapplingGun : MonoBehaviour { void Update() { - Vector2 mousePos = m_camera.ScreenToWorldPoint(Mouse.current.position.ReadValue()); - RotateGun(mousePos, true); + // Vector2 mousePos = m_camera.ScreenToWorldPoint(Mouse.current.position.ReadValue()); + // RotateGun(mousePos, true); if (grappleRope.isGrappling && !inDistanceRange && Vector2.Distance(grapplePoint, new Vector2(m_rigidBody2D.transform.position.x, m_rigidBody2D.transform.position.y)) < targetDistance) { // print(Vector2.Distance(grapplePoint, new Vector2(m_rigidBody2D.transform.position.x, m_rigidBody2D.transform.position.y)) + ", target: " + targetDistance); inDistanceRange = true; } + if (grappleRope.isGrappling) { + RotateGun(grapplePoint, true); + } if (inDistanceRange) { m_distanceJoint2D.enabled = true; } @@ -76,6 +79,7 @@ public class Tutorial_GrapplingGun : MonoBehaviour { } public void Grapple() { + grappleDistanceVector = grapplePoint - (Vector2)gunPivot.position; // print("grapple"); m_springJoint2D.autoConfigureDistance = false; m_distanceJoint2D.autoConfigureDistance = false; @@ -89,6 +93,7 @@ public class Tutorial_GrapplingGun : MonoBehaviour { } public void GrappleToTambourine(GameObject tambourine) { + grappleDistanceVector = grapplePoint - (Vector2)gunPivot.position; grappleRope.enabled = true; grapplePoint = tambourine.transform.position; @@ -106,6 +111,7 @@ public class Tutorial_GrapplingGun : MonoBehaviour { } public void GrappleToSurface(Vector2 surfacePoint) { + grappleDistanceVector = grapplePoint - (Vector2)gunPivot.position; grappleRope.enabled = true; grapplePoint = surfacePoint; @@ -128,6 +134,7 @@ public class Tutorial_GrapplingGun : MonoBehaviour { m_distanceJoint2D.enabled = false; inDistanceRange = false; m_rigidBody2D.gravityScale = 1; + gunPivot.rotation = Quaternion.AngleAxis(70, Vector3.forward); // print("disabled"); } diff --git a/Assets/Scripts/Tutorial_GrapplingRope.cs b/Assets/Scripts/Tutorial_GrapplingRope.cs index dc2870c..6db74cd 100644 --- a/Assets/Scripts/Tutorial_GrapplingRope.cs +++ b/Assets/Scripts/Tutorial_GrapplingRope.cs @@ -25,6 +25,10 @@ public class Tutorial_GrapplingRope : MonoBehaviour { [HideInInspector] public bool isGrappling = true; bool straightLine = false; + + [Header("Spider")] + bool hasPlayedThwip = false; + [SerializeField] GameObject sirJacques; private void OnEnable() { @@ -37,15 +41,19 @@ public class Tutorial_GrapplingRope : MonoBehaviour { LinePointsToFirePoint(); m_lineRenderer.enabled = true; + sirJacques.SetActive(true); } private void OnDisable() { // print("on disabled called"); m_lineRenderer.enabled = false; isGrappling = false; + hasPlayedThwip = false; + sirJacques.SetActive(false); } private void LinePointsToFirePoint() { + sirJacques.transform.position = grapplingGun.firePoint.position; for (int i = 0; i < precision; i++) { m_lineRenderer.SetPosition(i, grapplingGun.firePoint.position); } @@ -53,6 +61,10 @@ public class Tutorial_GrapplingRope : MonoBehaviour { void Update() { moveTime += Time.deltaTime; + if (!hasPlayedThwip) { + this.gameObject.GetComponent().Play(); + hasPlayedThwip = true; + } DrawRope(); } @@ -60,10 +72,11 @@ public class Tutorial_GrapplingRope : MonoBehaviour { // print("drawing"); // print("isGrappling: " + isGrappling); if (!straightLine) { - float roundedLinePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 10.0f) * .01f; - float roundedGrapplePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 10.0f) * .01f; - // print(roundedLinePos + " / " + roundedGrapplePos); - if (roundedLinePos == roundedGrapplePos) { + // float roundedLinePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 100.0f) * .01f; + // float roundedGrapplePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 100.0f) * .01f; + // // print(roundedLinePos + " / " + roundedGrapplePos); + // if (roundedLinePos == roundedGrapplePos) { + if (m_lineRenderer.GetPosition(precision - 1).x == grapplingGun.grapplePoint.x) { straightLine = true; } else { DrawRopeWaves(); @@ -87,18 +100,20 @@ public class Tutorial_GrapplingRope : MonoBehaviour { } void DrawRopeWaves() { - print(moveTime); + // print(moveTime); for (int i = 0; i < precision; i++) { float delta = (float)i / ((float)precision - 1f); Vector2 offset = Vector2.Perpendicular(grapplingGun.grappleDistanceVector).normalized * ropeAnimationCurve.Evaluate(delta) * waveSize; Vector2 targetPosition = Vector2.Lerp(grapplingGun.firePoint.position, grapplingGun.grapplePoint, delta) + offset; Vector2 currentPosition = Vector2.Lerp(grapplingGun.firePoint.position, targetPosition, ropeProgressionCurve.Evaluate(moveTime) * ropeProgressionSpeed); + sirJacques.transform.position = currentPosition; m_lineRenderer.SetPosition(i, currentPosition); } } void DrawRopeNoWaves() { + sirJacques.transform.position = grapplingGun.grapplePoint; m_lineRenderer.SetPosition(0, grapplingGun.firePoint.position); m_lineRenderer.SetPosition(1, grapplingGun.grapplePoint); } diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 24c7229..1279d1f 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -10,6 +10,7 @@ TagManager: - Projectile - tambourine - instaDeath + - SirJacques layers: - Default - TransparentFX