TO SQUASH: Fucking magnets, how do they work?
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@@ -16,6 +16,20 @@ public class BallBase : MonoBehaviour
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protected bool affectedByMagnet = true;
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protected bool magnetActiveLeftRight = false;
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protected bool magnetActiveTopBottom = false;
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protected struct MagnetBounceAxisState
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{
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public bool magnetWasActive;
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public bool bouncingToAnchor;
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public float anchor;
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public float target;
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public float bounceTimer;
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public int sideDirection;
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}
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void OnTriggerEnter2D(Collider2D other)
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{
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if(other.gameObject.CompareTag("Bar"))
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@@ -42,4 +56,139 @@ public class BallBase : MonoBehaviour
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}
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}
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}
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public void MagnetActive(bool flipped)
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{
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if (flipped)
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{
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magnetActiveTopBottom = true;
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}
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else
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{
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magnetActiveLeftRight = true;
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}
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}
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public void MagnetInactive()
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{
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magnetActiveTopBottom = false;
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magnetActiveLeftRight = false;
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}
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protected float ApplyMagnetBounceAxis(
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float currentValue,
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float minBound,
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float maxBound,
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bool magnetIsActive,
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ref MagnetBounceAxisState state,
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float colliderExtent,
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float bounceDuration,
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float centerLeeway)
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{
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if (!magnetIsActive)
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{
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state.magnetWasActive = false;
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state.sideDirection = 0;
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state.bounceTimer = 0.0f;
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return currentValue;
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}
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float center = (minBound + maxBound) * 0.5f;
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float halfSpan = (maxBound - minBound) * 0.5f;
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float maxLeeway = Mathf.Max(0.0f, halfSpan - colliderExtent);
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float safeLeeway = Mathf.Clamp(centerLeeway, 0.0f, maxLeeway);
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float leftAnchorMax = center - safeLeeway;
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float rightAnchorMin = center + safeLeeway;
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if (!state.magnetWasActive)
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{
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state.magnetWasActive = true;
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state.anchor = currentValue;
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state.sideDirection = state.anchor <= center ? -1 : 1;
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state.target = state.sideDirection < 0 ? minBound + colliderExtent : maxBound - colliderExtent;
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state.bouncingToAnchor = false;
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state.bounceTimer = 0.0f;
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}
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// Keep the selected side locked while magnet is active.
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if (state.sideDirection < 0)
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{
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state.anchor = Mathf.Min(state.anchor, leftAnchorMax);
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}
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else
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{
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state.anchor = Mathf.Max(state.anchor, rightAnchorMin);
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}
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state.bounceTimer += Time.fixedDeltaTime;
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float t = Mathf.Clamp01(state.bounceTimer / bounceDuration);
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if (state.bouncingToAnchor)
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{
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// Mirror NukeBall ascent: ease-out from target back to anchor.
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float easedT = 1.0f - Mathf.Pow(1.0f - t, 2.0f);
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currentValue = Mathf.Lerp(state.target, state.anchor, easedT);
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if (t >= 1.0f)
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{
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state.bouncingToAnchor = false;
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state.bounceTimer = 0.0f;
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currentValue = state.anchor;
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}
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}
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else
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{
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// Mirror NukeBall descent: ease-in from anchor down to side target.
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float easedT = t * t;
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currentValue = Mathf.Lerp(state.anchor, state.target, easedT);
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if (t >= 1.0f)
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{
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state.bouncingToAnchor = true;
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state.bounceTimer = 0.0f;
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currentValue = state.target;
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}
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}
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return currentValue;
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}
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protected bool TryCacheGameBoardBounds(out Bounds bounds)
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{
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var gameBoard = FindAnyObjectByType<GameBoard>();
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if (gameBoard != null)
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{
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return TryGetWorldBounds(gameBoard.gameObject, out bounds);
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}
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bounds = default;
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return false;
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}
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protected static bool TryGetWorldBounds(GameObject target, out Bounds bounds)
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{
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Collider2D collider2D = target.GetComponent<Collider2D>();
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if (collider2D != null)
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{
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bounds = collider2D.bounds;
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return true;
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}
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Renderer renderer = target.GetComponent<Renderer>();
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if (renderer != null)
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{
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bounds = renderer.bounds;
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return true;
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}
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Collider collider3D = target.GetComponent<Collider>();
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if (collider3D != null)
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{
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bounds = collider3D.bounds;
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return true;
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}
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bounds = default;
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return false;
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}
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}
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