TO SQUASH: Fucking magnets, how do they work?

This commit is contained in:
2026-08-05 05:36:38 -04:00
parent a9db378127
commit 46198d6c44
10 changed files with 472 additions and 32 deletions
+39 -11
View File
@@ -31,17 +31,17 @@ public class BallSpawner : MonoBehaviour
ballQueue.Enqueue(() => SpawnBall(basicBallPrefab));
ballQueue.Enqueue(() => SpawnBall(basicBallPrefab));
// ballQueue.Enqueue(() => SpawnBall(basicBallPrefab));
// ballQueue.Enqueue(() => SpawnBall(fruitBallPrefab));
// ballQueue.Enqueue(() => SpawnBall(fruitBallPrefab));
// ballQueue.Enqueue(() => SpawnBall(oozeBallPrefab));
// ballQueue.Enqueue(() => SpawnBall(nuclearBallPrefab));
// ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
// ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
// ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
// ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
// ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
// ballQueue.Enqueue(() => SpawnBall(eyeBallPrefab));
ballQueue.Enqueue(() => SpawnBall(basicBallPrefab));
ballQueue.Enqueue(() => SpawnBall(fruitBallPrefab));
ballQueue.Enqueue(() => SpawnBall(fruitBallPrefab));
ballQueue.Enqueue(() => SpawnBall(oozeBallPrefab));
ballQueue.Enqueue(() => SpawnBall(nuclearBallPrefab));
ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
ballQueue.Enqueue(() => SpawnBall(eyeBallPrefab));
StartCoroutine(SpawnBalls());
}
@@ -172,4 +172,32 @@ public class BallSpawner : MonoBehaviour
FixCollisions();
}
public void MagnetActive(bool flipped)
{
foreach (var ball in balls)
{
if (ball == null) continue;
var ballScript = ball.GetComponent<BallBase>();
if (ballScript != null)
{
ballScript.MagnetActive(flipped);
}
}
}
public void MagnetInactive()
{
foreach (var ball in balls)
{
if (ball == null) continue;
var ballScript = ball.GetComponent<BallBase>();
if (ballScript != null)
{
ballScript.MagnetInactive();
}
}
}
}