102 lines
3.4 KiB
C#
102 lines
3.4 KiB
C#
using UnityEngine;
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public class EyeBall : BallBase
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{
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private static float reorientationAngleDegrees = 3f;
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private Bounds boardBounds;
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private Collider2D selfCollider;
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private bool hasBoardBounds = false;
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private float magnetBounceDuration = 0.35f;
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private float magnetCenterLeeway = 0.12f;
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private MagnetBounceAxisState xMagnetBounceState;
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private MagnetBounceAxisState yMagnetBounceState;
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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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audioSource = GetComponent<AudioSource>();
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animator = GetComponent<Animator>();
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selfCollider = GetComponent<Collider2D>();
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speed = new Vector2(Random.Range(-0.05f, 0.05f), Random.Range(-0.05f, 0.05f));
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hasBoardBounds = TryCacheGameBoardBounds(out boardBounds);
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audioSource.PlayOneShot(spawnSound);
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
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// Adjust eye ball direction based on the player's bar if active.
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var barSegments = GameObject.FindGameObjectsWithTag("Bar");
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if (barSegments.Length > 0)
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{
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// For simplicity, just take the first bar segment found.
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var barSegment = barSegments[0];
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Vector3 directionToBar = (barSegment.transform.position - transform.position).normalized;
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float currentSpeed = speed.magnitude;
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if (currentSpeed > 0f)
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{
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float signedAngle = Vector2.SignedAngle(speed.normalized, (Vector2)directionToBar);
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float clampedAngle = Mathf.Clamp(signedAngle, -reorientationAngleDegrees, reorientationAngleDegrees);
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Vector2 smoothDirection = (Vector2)(Quaternion.Euler(0f, 0f, clampedAngle) * speed.normalized);
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speed = smoothDirection * currentSpeed; // Maintain current speed magnitude
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}
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}
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if (stateInfo.IsName("EyeBallMove")) {
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transform.Translate(speed);
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if (affectedByMagnet && hasBoardBounds)
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{
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Vector3 currentPosition = transform.position;
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currentPosition.x = ApplyMagnetBounceAxis(
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currentPosition.x,
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boardBounds.min.x,
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boardBounds.max.x,
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magnetActiveLeftRight,
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ref xMagnetBounceState,
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selfCollider != null ? selfCollider.bounds.extents.x : 0.0f,
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magnetBounceDuration,
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magnetCenterLeeway
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);
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currentPosition.y = ApplyMagnetBounceAxis(
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currentPosition.y,
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boardBounds.min.y,
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boardBounds.max.y,
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magnetActiveTopBottom,
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ref yMagnetBounceState,
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selfCollider != null ? selfCollider.bounds.extents.y : 0.0f,
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magnetBounceDuration,
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magnetCenterLeeway
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);
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transform.position = currentPosition;
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}
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}
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}
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void OnCollisionEnter2D(Collision2D collision)
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{
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// EyeBall only bounces off walls, not other balls
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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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speed = Vector2.Reflect(speed, contact.normal);
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}
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}
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}
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