TO SQUASH: Started nuke ball.

This commit is contained in:
2026-08-04 00:44:32 -04:00
parent 6351d69fb1
commit 15e822e693
31 changed files with 2406 additions and 12 deletions
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@@ -559,7 +559,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::BallSpawner
basicBallPrefab: {fileID: 5170544452824093409, guid: 4b9ec3a3bc88610fa80938a4d6850568, type: 3}
nuclearBallPrefab: {fileID: 0}
nuclearBallPrefab: {fileID: 8278701988301055462, guid: 365b1b399a34e29bdbde4d0297ee7d12, type: 3}
glassBallPrefab: {fileID: 0}
eyeBallPrefab: {fileID: 0}
oozeBallPrefab: {fileID: 2828226485849316135, guid: ff4467517111a6d0ab4e5608c8adeee0, type: 3}
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@@ -127,6 +127,10 @@ PrefabInstance:
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+1
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@@ -35,6 +35,7 @@ public class BallSpawner : MonoBehaviour
ballQueue.Enqueue(() => SpawnBall(fruitBallPrefab));
ballQueue.Enqueue(() => SpawnBall(fruitBallPrefab));
ballQueue.Enqueue(() => SpawnBall(oozeBallPrefab));
ballQueue.Enqueue(() => SpawnBall(nuclearBallPrefab));
StartCoroutine(SpawnBalls());
}
+4 -4
View File
@@ -23,14 +23,14 @@ public class FruitBall : MonoBehaviour
{
audioSource = GetComponent<AudioSource>();
animator = GetComponent<Animator>();
speed = new Vector2(Mathf.Sign(Random.Range(-1f, 1f)) * 0.0001f,
Mathf.Sign(Random.Range(-1f, 1f)) * 0.0001f);
speed = new Vector2(Mathf.Sign(Random.Range(-1f, 1f)) * 0.005f,
Mathf.Sign(Random.Range(-1f, 1f)) * 0.005f);
audioSource.PlayOneShot(spawnSound);
}
// Update is called once per frame
void Update()
void FixedUpdate()
{
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
@@ -61,7 +61,7 @@ public class FruitBall : MonoBehaviour
collision.gameObject.CompareTag("FruitBall"))
{
speedIncreaseTimer = 2.0f; // Reset the timer to 2 seconds
speedMultiplier = 50.0f; // Set the speed multiplier to 7x
speedMultiplier = 20.0f; // Set the speed multiplier to 7x
}
}
}
+180
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using UnityEngine;
public class NukeBall : MonoBehaviour
{
private Animator animator;
private static float gravity = 0.5f;
public AudioClip spawnSound;
public AudioClip bounceSound;
public AudioClip hitSound;
public AudioClip criticalSound;
public AudioClip explosionSound;
private AudioSource audioSource;
private Vector2 speed;
private int criticalState = 0;
private float criticalTime = 1.0f;
private float criticalTimer = 0.0f;
private float height;
private float verticalVelocity = 0.0f;
private Collider2D selfCollider;
private bool isBouncingToHeight = false;
private float bounceStartY = 0.0f;
private float fallTargetY = 0.0f;
private float bounceTimer = 0.0f;
private float bounceDuration = 1.00f;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
audioSource = GetComponent<AudioSource>();
animator = GetComponent<Animator>();
selfCollider = GetComponent<Collider2D>();
speed = new Vector2(Random.Range(-0.09f, 0.09f), 0.0f);
height = GetComponent<Transform>().position.y;
fallTargetY = height;
UpdateFallTargetFromCurrentPosition();
audioSource.PlayOneShot(spawnSound);
}
// Update is called once per frame
void FixedUpdate()
{
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
if (stateInfo.IsName("NuclearBallBounce")) {
transform.Translate(speed);
Vector3 currentPosition = transform.position;
if (isBouncingToHeight)
{
bounceTimer += Time.fixedDeltaTime;
float t = Mathf.Clamp01(bounceTimer / bounceDuration);
float easedT = 1.0f - Mathf.Pow(1.0f - t, 2.0f);
currentPosition.y = Mathf.Lerp(bounceStartY, height, easedT);
if (t >= 1.0f)
{
isBouncingToHeight = false;
bounceTimer = 0.0f;
verticalVelocity = 0.0f;
currentPosition.y = height;
UpdateFallTargetFromCurrentPosition();
}
}
else
{
bounceTimer += Time.fixedDeltaTime;
float t = Mathf.Clamp01(bounceTimer / bounceDuration);
float easedT = t * t;
currentPosition.y = Mathf.Lerp(height, fallTargetY, easedT);
}
transform.position = currentPosition;
}
// When in critical state 2, play the critical sound every half a second.
if (criticalState == 2)
{
criticalTimer = 0.5f;
}
// If in a critical state, increment the critical timer and play the
// critical sound if the timer exceeds the critical time.
if (criticalState >= 1)
{
criticalTimer += Time.deltaTime;
if (criticalTimer >= criticalTime)
{
audioSource.PlayOneShot(criticalSound);
}
criticalTimer = 0.0f;
}
}
void OnCollisionEnter2D(Collision2D collision)
{
// NukeBall should bounce off walls only. It cannot collide with other balls, not even other NukeBalls.
if (collision.gameObject.CompareTag("Wall"))
{
ContactPoint2D contact = collision.GetContact(0);
speed = Vector2.Reflect(speed, contact.normal);
speed.y = 0.0f;
audioSource.PlayOneShot(bounceSound);
// A floor hit (normal pointing upward) starts an ease-out bounce back to initial height.
if (contact.normal.y > 0.5f)
{
isBouncingToHeight = true;
bounceTimer = 0.0f;
bounceStartY = contact.point.y;
fallTargetY = bounceStartY;
verticalVelocity = 0.0f;
Vector3 currentPosition = transform.position;
currentPosition.y = bounceStartY;
transform.position = currentPosition;
}
}
}
private void UpdateFallTargetFromCurrentPosition()
{
fallTargetY = transform.position.y;
RaycastHit2D[] hits = Physics2D.RaycastAll(transform.position, Vector2.down, 100.0f);
float closestDistance = float.MaxValue;
foreach (RaycastHit2D hit in hits)
{
if (hit.collider == null || hit.collider == selfCollider)
{
continue;
}
if (!hit.collider.CompareTag("Wall"))
{
continue;
}
if (hit.normal.y <= 0.5f)
{
continue;
}
if (hit.distance < closestDistance)
{
closestDistance = hit.distance;
fallTargetY = hit.point.y;
}
}
}
}
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+2 -2
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@@ -35,13 +35,13 @@ public class OozeBall : MonoBehaviour
audioSource = GetComponent<AudioSource>();
animator = GetComponent<Animator>();
spriteRenderer = GetComponent<SpriteRenderer>();
speed = new Vector2(Random.Range(-0.002f, 0.002f), Random.Range(-0.002f, 0.002f));
speed = new Vector2(Random.Range(-0.05f, 0.05f), Random.Range(-0.05f, 0.05f));
audioSource.PlayOneShot(spawnSound);
}
// Update is called once per frame
void Update()
void FixedUpdate()
{
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
+1 -4
View File
@@ -10,10 +10,7 @@ public class Intro : FadeCallback
private IEnumerator playAudioCoroutine;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
void Start() { }
// Update is called once per frame
void Update() { }
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View File
@@ -10,6 +10,7 @@ TagManager:
- FruitBall
- OozeBall
- GlassBall
- NuclearBall
layers:
- Default
- TransparentFX