TO SQUASH: Fucking magnets, how do they work?
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@@ -2,13 +2,32 @@ using UnityEngine;
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public class BasicBall : BallBase
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{
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private Bounds boardBounds;
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private Collider2D selfCollider;
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private bool hasBoardBounds = false;
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// Faster pull keeps the ball on its current board half while magnet is active.
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private float magnetBounceDuration = 0.35f;
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// Prevents magnet bounces from reaching the board center line.
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private float magnetCenterLeeway = 0.12f;
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private MagnetBounceAxisState xMagnetBounceState;
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private MagnetBounceAxisState yMagnetBounceState;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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audioSource = GetComponent<AudioSource>();
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animator = GetComponent<Animator>();
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selfCollider = GetComponent<Collider2D>();
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speed = new Vector2(Random.Range(-0.05f, 0.05f), Random.Range(-0.05f, 0.05f));
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hasBoardBounds = TryCacheGameBoardBounds(out boardBounds);
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audioSource.PlayOneShot(spawnSound);
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}
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@@ -19,6 +38,35 @@ public class BasicBall : BallBase
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if (stateInfo.IsName("BasicBallMove")) {
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transform.Translate(speed);
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if (affectedByMagnet && hasBoardBounds)
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{
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Vector3 currentPosition = transform.position;
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currentPosition.x = ApplyMagnetBounceAxis(
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currentPosition.x,
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boardBounds.min.x,
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boardBounds.max.x,
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magnetActiveLeftRight,
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ref xMagnetBounceState,
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selfCollider != null ? selfCollider.bounds.extents.x : 0.0f,
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magnetBounceDuration,
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magnetCenterLeeway
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);
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currentPosition.y = ApplyMagnetBounceAxis(
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currentPosition.y,
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boardBounds.min.y,
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boardBounds.max.y,
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magnetActiveTopBottom,
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ref yMagnetBounceState,
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selfCollider != null ? selfCollider.bounds.extents.y : 0.0f,
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magnetBounceDuration,
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magnetCenterLeeway
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);
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transform.position = currentPosition;
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}
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}
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}
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@@ -32,4 +80,5 @@ public class BasicBall : BallBase
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speed = Vector2.Reflect(speed, contact.normal);
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}
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}
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}
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