TO SQUASH: Added shooting bars.
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@@ -1,29 +1,19 @@
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using UnityEngine;
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public class NukeBall : MonoBehaviour
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public class NukeBall : BallBase
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{
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private Animator animator;
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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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public AudioClip criticalSound;
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public AudioClip explosionSound;
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private AudioSource audioSource;
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private Vector2 speed;
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// Tracks escalating danger/critical phases for audio cues.
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private int criticalState = 0;
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private float criticalTime = 1.0f;
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private float criticalTimer = 0.0f;
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// Initial resting height the ball bounces back toward after a floor hit.
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private float height;
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private Collider2D selfCollider;
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@@ -41,13 +31,17 @@ public class NukeBall : MonoBehaviour
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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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// Cache frequently used components once.
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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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// Start with a small random horizontal drift.
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speed = new Vector2(Random.Range(-0.09f, 0.09f), 0.0f);
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height = GetComponent<Transform>().position.y;
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fallTargetY = height;
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// Find the closest valid floor point under the current position.
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UpdateFallTargetFromCurrentPosition();
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audioSource.PlayOneShot(spawnSound);
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@@ -68,12 +62,14 @@ public class NukeBall : MonoBehaviour
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bounceTimer += Time.fixedDeltaTime;
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float t = Mathf.Clamp01(bounceTimer / bounceDuration);
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// Ease-out ascent: fast start, gentle finish near target height.
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float easedT = 1.0f - Mathf.Pow(1.0f - t, 2.0f);
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currentPosition.y = Mathf.Lerp(bounceStartY, height, easedT);
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if (t >= 1.0f)
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{
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// Reached top of bounce arc; resume falling phase.
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isBouncingToHeight = false;
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bounceTimer = 0.0f;
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currentPosition.y = height;
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@@ -85,6 +81,7 @@ public class NukeBall : MonoBehaviour
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bounceTimer += Time.fixedDeltaTime;
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float t = Mathf.Clamp01(bounceTimer / bounceDuration);
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// Ease-in descent: gentle start, faster approach to floor.
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float easedT = t * t;
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currentPosition.y = Mathf.Lerp(height, fallTargetY, easedT);
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@@ -110,6 +107,7 @@ public class NukeBall : MonoBehaviour
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audioSource.PlayOneShot(criticalSound);
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}
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// Restart timing window for the next critical beep.
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criticalTimer = 0.0f;
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}
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}
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@@ -120,6 +118,8 @@ public class NukeBall : MonoBehaviour
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if (collision.gameObject.CompareTag("Wall"))
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{
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ContactPoint2D contact = collision.GetContact(0);
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// Reflect horizontal movement from wall surfaces.
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speed = Vector2.Reflect(speed, contact.normal);
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speed.y = 0.0f;
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@@ -130,6 +130,8 @@ public class NukeBall : MonoBehaviour
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{
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isBouncingToHeight = true;
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bounceTimer = 0.0f;
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// Use exact contact point as bounce origin so visual contact feels grounded.
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bounceStartY = contact.point.y;
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fallTargetY = bounceStartY;
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@@ -142,8 +144,10 @@ public class NukeBall : MonoBehaviour
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private void UpdateFallTargetFromCurrentPosition()
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{
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// Default to current y in case no valid floor is found.
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fallTargetY = transform.position.y;
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// Probe straight down and choose nearest upward-facing wall surface.
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RaycastHit2D[] hits = Physics2D.RaycastAll(transform.position, Vector2.down, 100.0f);
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float closestDistance = float.MaxValue;
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