TO SQUASH:
Added eye ball
This commit is contained in:
@@ -0,0 +1,131 @@
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basicBallPrefab: {fileID: 5170544452824093409, guid: 4b9ec3a3bc88610fa80938a4d6850568, type: 3}
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nuclearBallPrefab: {fileID: 8278701988301055462, guid: 365b1b399a34e29bdbde4d0297ee7d12, type: 3}
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nuclearBallPrefab: {fileID: 8278701988301055462, guid: 365b1b399a34e29bdbde4d0297ee7d12, type: 3}
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glassBallPrefab: {fileID: 2312649819242536579, guid: 8edf6fc27e5738f8aac0365c1a6441b4, type: 3}
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eyeBallPrefab: {fileID: 0}
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eyeBallPrefab: {fileID: 8475292529782612000, guid: c9197ec5bada4eec487e7325f1216a17, type: 3}
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oozeBallPrefab: {fileID: 2828226485849316135, guid: ff4467517111a6d0ab4e5608c8adeee0, type: 3}
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oozeBallPrefab: {fileID: 2828226485849316135, guid: ff4467517111a6d0ab4e5608c8adeee0, type: 3}
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fruitBallPrefab: {fileID: 3086586548818580311, guid: b67974a0c09fbe75aac299e30a0c665b, type: 3}
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fruitBallPrefab: {fileID: 3086586548818580311, guid: b67974a0c09fbe75aac299e30a0c665b, type: 3}
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gameBoard: {fileID: 297740150}
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gameBoard: {fileID: 297740150}
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@@ -41,6 +41,7 @@ public class BallSpawner : MonoBehaviour
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ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
|
ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
|
ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(eyeBallPrefab));
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StartCoroutine(SpawnBalls());
|
StartCoroutine(SpawnBalls());
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}
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}
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@@ -121,7 +122,7 @@ public class BallSpawner : MonoBehaviour
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bounds = boardRenderer.bounds;
|
bounds = boardRenderer.bounds;
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}
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}
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const float edgeInset = 0.05f;
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const float edgeInset = 0.1f;
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float randomX = Random.Range(bounds.min.x + edgeInset, bounds.max.x - edgeInset);
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float randomX = Random.Range(bounds.min.x + edgeInset, bounds.max.x - edgeInset);
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||||||
float randomY = Random.Range(bounds.min.y + edgeInset, bounds.max.y - edgeInset);
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float randomY = Random.Range(bounds.min.y + edgeInset, bounds.max.y - edgeInset);
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@@ -0,0 +1,46 @@
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|
using UnityEngine;
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|
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|
public class EyeBall : MonoBehaviour
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|
{
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|
private Animator animator;
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|
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public AudioClip spawnSound;
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public AudioClip bounceSound;
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public AudioClip hitSound;
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private AudioSource audioSource;
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|
|
||||||
|
private Vector2 speed;
|
||||||
|
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
audioSource = GetComponent<AudioSource>();
|
||||||
|
animator = GetComponent<Animator>();
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
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|
fileFormatVersion: 2
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guid: 90794e12b080d5a0eb07eec901ace3a5
|
||||||
@@ -2,9 +2,7 @@ using UnityEngine;
|
|||||||
|
|
||||||
public class NukeBall : MonoBehaviour
|
public class NukeBall : MonoBehaviour
|
||||||
{
|
{
|
||||||
private Animator animator;
|
private Animator animator;
|
||||||
|
|
||||||
private static float gravity = 0.5f;
|
|
||||||
|
|
||||||
public AudioClip spawnSound;
|
public AudioClip spawnSound;
|
||||||
|
|
||||||
@@ -28,8 +26,6 @@ private Animator animator;
|
|||||||
|
|
||||||
private float height;
|
private float height;
|
||||||
|
|
||||||
private float verticalVelocity = 0.0f;
|
|
||||||
|
|
||||||
private Collider2D selfCollider;
|
private Collider2D selfCollider;
|
||||||
|
|
||||||
private bool isBouncingToHeight = false;
|
private bool isBouncingToHeight = false;
|
||||||
@@ -80,7 +76,6 @@ private Animator animator;
|
|||||||
{
|
{
|
||||||
isBouncingToHeight = false;
|
isBouncingToHeight = false;
|
||||||
bounceTimer = 0.0f;
|
bounceTimer = 0.0f;
|
||||||
verticalVelocity = 0.0f;
|
|
||||||
currentPosition.y = height;
|
currentPosition.y = height;
|
||||||
UpdateFallTargetFromCurrentPosition();
|
UpdateFallTargetFromCurrentPosition();
|
||||||
}
|
}
|
||||||
@@ -137,7 +132,6 @@ private Animator animator;
|
|||||||
bounceTimer = 0.0f;
|
bounceTimer = 0.0f;
|
||||||
bounceStartY = contact.point.y;
|
bounceStartY = contact.point.y;
|
||||||
fallTargetY = bounceStartY;
|
fallTargetY = bounceStartY;
|
||||||
verticalVelocity = 0.0f;
|
|
||||||
|
|
||||||
Vector3 currentPosition = transform.position;
|
Vector3 currentPosition = transform.position;
|
||||||
currentPosition.y = bounceStartY;
|
currentPosition.y = bounceStartY;
|
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Reference in New Issue
Block a user