fixed tambourine
such a stupid issue omg i can't believe it took me this long to realize what was happening. also added transition music into the caverns
This commit is contained in:
parent
726ef3d1be
commit
a757a47af1
@ -303,6 +303,17 @@
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@ -1246,7 +1246,7 @@ MonoBehaviour:
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@ -1341,7 +1341,7 @@ MonoBehaviour:
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@ -9,13 +9,12 @@ GameObject:
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@ -34,83 +33,11 @@ Transform:
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--- !u!114 &7137590925806210046
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@ -315,7 +242,7 @@ BoxCollider2D:
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border: {x: 0, y: 0, z: 0, w: 0}
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pivot: {x: 0.5, y: 0.5}
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@ -328,3 +255,159 @@ BoxCollider2D:
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--- !u!60 &4464024349174775543
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m_IsTrigger: 1
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m_UsedByEffector: 0
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m_UsedByComposite: 0
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m_Offset: {x: -5, y: -2}
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m_SpriteTilingProperty:
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border: {x: 0, y: 0, z: 0, w: 0}
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pivot: {x: 0.5, y: 0.5}
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oldSize: {x: 10.2, y: 10.16}
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newSize: {x: 10.2, y: 10.16}
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adaptiveTilingThreshold: 0.5
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drawMode: 0
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adaptiveTiling: 0
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m_AutoTiling: 0
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m_Points:
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m_Paths:
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- - {x: 121, y: -35}
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- {x: 87, y: -35}
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- {x: 0, y: 0}
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- {x: 12, y: 94}
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- {x: 121, y: 94}
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m_UseDelaunayMesh: 1
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--- !u!1 &7218975625062829832
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--- !u!95 &1153042263548898733
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BIN
Assets/SFX/cave_transition_music.ogg
Normal file
BIN
Assets/SFX/cave_transition_music.ogg
Normal file
Binary file not shown.
23
Assets/SFX/cave_transition_music.ogg.meta
Normal file
23
Assets/SFX/cave_transition_music.ogg.meta
Normal file
@ -0,0 +1,23 @@
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fileFormatVersion: 2
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guid: 183c10c135b624f7ea121037664d8580
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AudioImporter:
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externalObjects: {}
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defaultSettings:
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sampleRateOverride: 44100
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compressionFormat: 1
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quality: 1
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conversionMode: 0
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platformSettingOverrides: {}
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forceToMono: 0
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normalize: 1
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loadInBackground: 0
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ambisonic: 0
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3D: 1
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assetBundleName:
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assetBundleVariant:
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@ -1170,7 +1170,7 @@ AudioSource:
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OutputAudioMixerGroup: {fileID: 0}
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m_audioClip: {fileID: 8300000, guid: e7278b4bebe79784b9977672a9fc8e8a, type: 3}
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m_PlayOnAwake: 1
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m_Volume: 1
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m_Pitch: 1
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@ -8,7 +8,7 @@ public class PlayerBehavior : MonoBehaviour
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[Header("Physics:")]
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private float _hInput;
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private Rigidbody2D _rb;
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private int forward = 1;
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[HideInInspector] public int forward = 1;
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public PlayerInput playerInput;
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[Header("Tambourine:")]
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@ -382,9 +382,16 @@ public class PlayerBehavior : MonoBehaviour
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// destroy all tambourines
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GameObject[] currentTambourines = GameObject.FindGameObjectsWithTag("tambourine");
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foreach (GameObject tambourine in currentTambourines) {
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tambourine.GetComponent<TambourineBehavior>().DestroySelf();
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// Destroy(tambourine);
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print("tambs found: " + currentTambourines.Length);
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if (currentTambourines != null) {
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foreach (GameObject tambourine in currentTambourines) {
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if (tambourine != null) {
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tambourine.GetComponent<TambourineBehavior>().DestroySelf();
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print("tamb destroyed");
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} else {
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print("null tamb");
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}
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}
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}
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StateController.Instance.RespawnPlayer();
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@ -24,20 +24,18 @@ public class TambourineBehavior : MonoBehaviour {
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void Awake() {
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this.gameObject.GetComponent<CircleCollider2D>().enabled = true;
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rb = this.gameObject.GetComponent<Rigidbody2D>();
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animator = this.gameObject.GetComponent<Animator>();
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animator = this.gameObject.transform.GetChild(0).gameObject.GetComponent<Animator>();
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player = GameObject.FindGameObjectWithTag("Player");
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}
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void Start() {
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// rb.AddForce(new Vector2(horizSpeed, vertSpeed), ForceMode2D.Impulse);
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this.gameObject.transform.localScale = new Vector2(transform.localScale.x * player.GetComponent<PlayerBehavior>().forward, transform.localScale.y);
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StartCoroutine(CheckToDestroy());
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}
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void Update() {
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// if (Input.GetKeyUp(KeyCode.K)) {
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// Destroy(this.gameObject);
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// }
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if (player == null) {
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DestroySelf();
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} else {
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@ -46,9 +44,9 @@ public class TambourineBehavior : MonoBehaviour {
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// this.gameObject.transform.position = col.transform.position;
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timeLerped += Time.deltaTime;
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this.gameObject.transform.position = Vector2.Lerp(this.gameObject.transform.position, collidedObject.transform.position, timeLerped/timeToLerp);
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if (this.gameObject.transform.position.x == collidedObject.transform.position.x && this.gameObject.transform.position.y == collidedObject.transform.position.y && !pinned) {
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animator.SetBool("pinned", true);
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if (this.gameObject.transform.position.x == collidedObject.transform.position.x && this.gameObject.transform.position.y == collidedObject.transform.position.y && !animator.GetBool("pinned")) {
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pinned = true;
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animator.SetBool("pinned", true);
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tambourineHitSound.Play();
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} else {
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// print("pinned, but not same position: " + this.gameObject.transform.position + " / " + collidedObject.transform.position);
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