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
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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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