Files

102 lines
3.4 KiB
C#

using UnityEngine;
public class EyeBall : BallBase
{
private static float reorientationAngleDegrees = 3f;
private Bounds boardBounds;
private Collider2D selfCollider;
private bool hasBoardBounds = false;
private float magnetBounceDuration = 0.35f;
private float magnetCenterLeeway = 0.12f;
private MagnetBounceAxisState xMagnetBounceState;
private MagnetBounceAxisState yMagnetBounceState;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
audioSource = GetComponent<AudioSource>();
animator = GetComponent<Animator>();
selfCollider = GetComponent<Collider2D>();
speed = new Vector2(Random.Range(-0.05f, 0.05f), Random.Range(-0.05f, 0.05f));
hasBoardBounds = TryCacheGameBoardBounds(out boardBounds);
audioSource.PlayOneShot(spawnSound);
}
// Update is called once per frame
void FixedUpdate()
{
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
// Adjust eye ball direction based on the player's bar if active.
var barSegments = GameObject.FindGameObjectsWithTag("Bar");
if (barSegments.Length > 0)
{
// For simplicity, just take the first bar segment found.
var barSegment = barSegments[0];
Vector3 directionToBar = (barSegment.transform.position - transform.position).normalized;
float currentSpeed = speed.magnitude;
if (currentSpeed > 0f)
{
float signedAngle = Vector2.SignedAngle(speed.normalized, (Vector2)directionToBar);
float clampedAngle = Mathf.Clamp(signedAngle, -reorientationAngleDegrees, reorientationAngleDegrees);
Vector2 smoothDirection = (Vector2)(Quaternion.Euler(0f, 0f, clampedAngle) * speed.normalized);
speed = smoothDirection * currentSpeed; // Maintain current speed magnitude
}
}
if (stateInfo.IsName("EyeBallMove")) {
transform.Translate(speed);
if (affectedByMagnet && hasBoardBounds)
{
Vector3 currentPosition = transform.position;
currentPosition.x = ApplyMagnetBounceAxis(
currentPosition.x,
boardBounds.min.x,
boardBounds.max.x,
magnetActiveLeftRight,
ref xMagnetBounceState,
selfCollider != null ? selfCollider.bounds.extents.x : 0.0f,
magnetBounceDuration,
magnetCenterLeeway
);
currentPosition.y = ApplyMagnetBounceAxis(
currentPosition.y,
boardBounds.min.y,
boardBounds.max.y,
magnetActiveTopBottom,
ref yMagnetBounceState,
selfCollider != null ? selfCollider.bounds.extents.y : 0.0f,
magnetBounceDuration,
magnetCenterLeeway
);
transform.position = currentPosition;
}
}
}
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);
}
}
}