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
+46
View File
@@ -6,14 +6,31 @@ public class FruitBall : BallBase
private float speedIncreaseTimer = 0.0f;
private Bounds boardBounds;
private Collider2D selfCollider;
private bool hasBoardBounds = false;
private float magnetBounceDuration = 0.35f;
private float magnetCenterLeeway = 0.12f;
private MagnetBounceAxisState xMagnetBounceState;
private MagnetBounceAxisState yMagnetBounceState;
// 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(Mathf.Sign(Random.Range(-1f, 1f)) * 0.005f,
Mathf.Sign(Random.Range(-1f, 1f)) * 0.005f);
hasBoardBounds = TryCacheGameBoardBounds(out boardBounds);
audioSource.PlayOneShot(spawnSound);
}
@@ -24,6 +41,35 @@ public class FruitBall : BallBase
if (stateInfo.IsName("FruitBallMove")) {
transform.Translate(speed * speedMultiplier);
if (affectedByMagnet && hasBoardBounds)
{
Vector3 currentPosition = transform.position;
currentPosition.x = ApplyMagnetBounceAxis(
currentPosition.x,
boardBounds.min.x,
boardBounds.max.x,
magnetActiveLeftRight,
ref xMagnetBounceState,
selfCollider != null ? selfCollider.bounds.extents.x : 0.0f,
magnetBounceDuration,
magnetCenterLeeway
);
currentPosition.y = ApplyMagnetBounceAxis(
currentPosition.y,
boardBounds.min.y,
boardBounds.max.y,
magnetActiveTopBottom,
ref yMagnetBounceState,
selfCollider != null ? selfCollider.bounds.extents.y : 0.0f,
magnetBounceDuration,
magnetCenterLeeway
);
transform.position = currentPosition;
}
}
if (speedIncreaseTimer > 0.0f)