TO SQUASH: Added glass ball.

This commit is contained in:
2026-08-04 01:17:03 -04:00
parent 15e822e693
commit 8ddf7a648f
26 changed files with 2010 additions and 31 deletions
+92
View File
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using UnityEngine;
using System.Collections;
public class GlassBall : MonoBehaviour
{
private Animator animator;
public AudioClip spawnSound;
public AudioClip bounceSound;
public AudioClip hitSound;
public AudioClip breakSound;
private AudioSource audioSource;
private Vector2 speed;
private int health = 3;
private SpriteRenderer spriteRenderer;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
audioSource = GetComponent<AudioSource>();
animator = GetComponent<Animator>();
spriteRenderer = GetComponent<SpriteRenderer>();
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("GlassBallMove1") ||
stateInfo.IsName("GlassBallMove2") ||
stateInfo.IsName("GlassBallMove3"))
{
transform.Translate(speed);
}
}
void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Wall") ||
collision.gameObject.CompareTag("GlassBall"))
{
ContactPoint2D contact = collision.GetContact(0);
speed = Vector2.Reflect(speed, contact.normal);
// Glass balls take damage when colliding with other GlassBalls
// TODO: Check for collisions with a bar.
if (collision.gameObject.CompareTag("GlassBall"))
{
health--;
if (health < 0)
{
health = 0;
}
animator.SetInteger("health", health);
if (health > 0)
{
audioSource.PlayOneShot(hitSound);
} else
{
audioSource.PlayOneShot(breakSound);
}
}
}
}
public void Break()
{
spriteRenderer.enabled = false;
StartCoroutine(BreakCoroutine());
}
private IEnumerator BreakCoroutine()
{
yield return new WaitForSeconds(0.6f);
Destroy(gameObject);
}
}