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edgeInset); float randomY = Random.Range(bounds.min.y + edgeInset, bounds.max.y - edgeInset); diff --git a/Assets/Scripts/Game/Balls/EyeBall.cs b/Assets/Scripts/Game/Balls/EyeBall.cs new file mode 100644 index 0000000..258060a --- /dev/null +++ b/Assets/Scripts/Game/Balls/EyeBall.cs @@ -0,0 +1,46 @@ +using UnityEngine; + +public class EyeBall : MonoBehaviour +{ + private Animator animator; + + public AudioClip spawnSound; + + public AudioClip bounceSound; + + public AudioClip hitSound; + + private AudioSource audioSource; + + private Vector2 speed; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + audioSource = GetComponent(); + animator = GetComponent(); + 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 FixedUpdate() + { + AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0); + + if (stateInfo.IsName("EyeBallMove")) { + transform.Translate(speed); + } + } + + void OnCollisionEnter2D(Collision2D collision) + { + // EyeBall only bounces off walls, not other balls + if (collision.gameObject.CompareTag("Wall")) + { + ContactPoint2D contact = collision.GetContact(0); + speed = Vector2.Reflect(speed, contact.normal); + } + } +} diff --git a/Assets/Scripts/Game/Balls/EyeBall.cs.meta b/Assets/Scripts/Game/Balls/EyeBall.cs.meta new file mode 100644 index 0000000..c998eb0 --- /dev/null +++ b/Assets/Scripts/Game/Balls/EyeBall.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 90794e12b080d5a0eb07eec901ace3a5 \ No newline at end of file diff --git a/Assets/Scripts/Game/Balls/NukeBall.cs b/Assets/Scripts/Game/Balls/NukeBall.cs index acc3008..0bb8bb9 100644 --- a/Assets/Scripts/Game/Balls/NukeBall.cs +++ b/Assets/Scripts/Game/Balls/NukeBall.cs @@ -2,9 +2,7 @@ using UnityEngine; public class NukeBall : MonoBehaviour { -private Animator animator; - 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