Files
Barrack-Unity/Assets/Scripts/Game/Balls/EyeBall.cs
T

56 lines
1.9 KiB
C#

using UnityEngine;
public class EyeBall : BallBase
{
private static float reorientationAngleDegrees = 3f;
// 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);
// 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);
}
}
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);
}
}
}