204 lines
6.4 KiB
C#
204 lines
6.4 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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public class BallSpawner : MonoBehaviour
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{
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public GameObject basicBallPrefab;
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public GameObject nuclearBallPrefab;
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public GameObject glassBallPrefab;
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public GameObject eyeBallPrefab;
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public GameObject oozeBallPrefab;
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public GameObject fruitBallPrefab;
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public GameObject gameBoard;
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private static WaitForSeconds _waitForSeconds0_5 = new WaitForSeconds(0.5f);
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private Queue<System.Action> ballQueue = new Queue<System.Action>();
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private Queue<GameObject> balls = new Queue<GameObject>();
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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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int currentLevel = PlayerPrefs.GetInt("CurrentLevel");
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ballQueue.Enqueue(() => SpawnBall(basicBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(basicBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(basicBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(fruitBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(fruitBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(oozeBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(nuclearBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(eyeBallPrefab));
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StartCoroutine(SpawnBalls());
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}
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public void SpawnBallOfType(string ballType, Vector2? position = null)
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{
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switch (ballType)
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{
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case "BasicBall":
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SpawnBall(basicBallPrefab, position);
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break;
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case "NuclearBall":
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SpawnBall(nuclearBallPrefab, position);
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break;
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case "GlassBall":
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SpawnBall(glassBallPrefab, position);
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break;
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case "EyeBall":
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SpawnBall(eyeBallPrefab, position);
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break;
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case "OozeBall":
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SpawnBall(oozeBallPrefab, position);
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break;
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case "FruitBall":
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SpawnBall(fruitBallPrefab, position);
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break;
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default:
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Debug.LogWarning($"Unknown ball type: {ballType}");
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break;
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}
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}
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private void SpawnBall(GameObject ballPrefab, Vector2? position = null)
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{
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if (ballPrefab == null || gameBoard == null)
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{
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Debug.LogWarning("BallSpawner: Missing ballPrefab or gameBoard reference.");
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return;
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}
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Vector3 spawnPosition = position.HasValue ?
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new Vector3(position.Value.x, position.Value.y, gameBoard.transform.position.z) :
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GetRandomPositionInsideGameBoard();
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var newBall = Instantiate(ballPrefab, spawnPosition, Quaternion.identity);
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if (ballPrefab == oozeBallPrefab)
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{
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var oozeBallScript = newBall.GetComponent<OozeBall>();
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if (oozeBallScript != null)
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{
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oozeBallScript.spawner = this;
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}
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}
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balls.Enqueue(newBall);
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FixCollisions();
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}
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private Vector3 GetRandomPositionInsideGameBoard()
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{
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Bounds bounds;
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Collider2D collider2D = gameBoard.GetComponent<Collider2D>();
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if (collider2D != null)
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{
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bounds = collider2D.bounds;
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}
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else
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{
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Renderer boardRenderer = gameBoard.GetComponent<Renderer>();
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if (boardRenderer == null)
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{
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Debug.LogWarning("BallSpawner: gameBoard needs a Collider2D or Renderer to read bounds.");
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return gameBoard.transform.position;
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}
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bounds = boardRenderer.bounds;
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}
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const float edgeInset = 0.1f;
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float randomX = Random.Range(bounds.min.x + edgeInset, bounds.max.x - edgeInset);
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float randomY = Random.Range(bounds.min.y + edgeInset, bounds.max.y - edgeInset);
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return new Vector3(randomX, randomY, gameBoard.transform.position.z);
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}
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public void FixCollisions() {
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// Disable collision between existing balls of certain types.
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// Only basic balls and fruit balls will collide with each other, while ooze,
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// nuclear, glass, and eye balls will not collide with any other balls.
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// As an exception, glass balls will collide with other glass balls.
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foreach (var ball in balls)
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{
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if (ball == null) continue;
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foreach (var otherBall in balls)
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{
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if (otherBall == null) continue;
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if (ball == otherBall) continue;
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bool ballIsBasicOrFruit = ball.CompareTag("BasicBall") || ball.CompareTag("FruitBall");
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bool otherIsBasicOrFruit = otherBall.CompareTag("BasicBall") || otherBall.CompareTag("FruitBall");
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bool bothAreGlass = ball.CompareTag("GlassBall") && otherBall.CompareTag("GlassBall");
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bool shouldCollide = (ballIsBasicOrFruit && otherIsBasicOrFruit) || bothAreGlass;
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if (!shouldCollide)
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{
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Physics2D.IgnoreCollision(
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ball.GetComponent<Collider2D>(),
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otherBall.GetComponent<Collider2D>(),
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true
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);
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}
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}
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}
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}
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private IEnumerator SpawnBalls()
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{
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while (ballQueue.Count > 0)
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{
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System.Action spawnAction = ballQueue.Dequeue();
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spawnAction.Invoke();
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yield return _waitForSeconds0_5;
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}
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FixCollisions();
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}
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public void MagnetActive(bool flipped)
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{
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foreach (var ball in balls)
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{
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if (ball == null) continue;
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var ballScript = ball.GetComponent<BallBase>();
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if (ballScript != null)
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{
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ballScript.MagnetActive(flipped);
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}
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}
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}
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public void MagnetInactive()
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{
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foreach (var ball in balls)
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{
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if (ball == null) continue;
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var ballScript = ball.GetComponent<BallBase>();
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if (ballScript != null)
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{
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ballScript.MagnetInactive();
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}
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}
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}
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}
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