118 lines
2.8 KiB
C#
118 lines
2.8 KiB
C#
using UnityEngine;
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using System.Collections;
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public class OozeBall : MonoBehaviour
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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 timerSound;
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public AudioClip splitSound;
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public AudioClip stoppedSound;
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public BallSpawner spawner;
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private AudioSource audioSource;
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private SpriteRenderer spriteRenderer;
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private Vector2 speed;
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private float splitTimer = 10.0f;
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private float tickTimer = 0.5f;
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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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spriteRenderer = GetComponent<SpriteRenderer>();
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speed = new Vector2(Random.Range(-0.05f, 0.05f), Random.Range(-0.05f, 0.05f));
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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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if (stateInfo.IsName("OozeBallMove") || stateInfo.IsName("OozeBallSplit")) {
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transform.Translate(speed);
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}
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splitTimer -= Time.deltaTime;
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tickTimer -= Time.deltaTime;
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if (splitTimer <= 0.0f)
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{
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animator.SetTrigger("split");
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}
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if (tickTimer <= 0.0f)
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{
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tickTimer = 0.5f;
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audioSource.PlayOneShot(timerSound);
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}
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// TODO: Implement logic to halt the OozeBall's splitting behavior.
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}
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void OnCollisionEnter2D(Collision2D collision)
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{
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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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public void Split()
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{
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StartCoroutine(SplitCoroutine());
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}
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private IEnumerator SplitCoroutine()
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{
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spriteRenderer.enabled = false;
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audioSource.PlayOneShot(splitSound);
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for (int i = 0; i < Random.Range(5, 8); i++)
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{
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Vector3 spawnPosition = transform.position +
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new Vector3(Random.Range(-0.12f, 0.12f), Random.Range(-0.12f, 0.12f), 0);
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spawner.SpawnBallOfType("BasicBall", spawnPosition);
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}
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spawner.FixCollisions();
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yield return new WaitForSeconds(1.0f);
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Destroy(gameObject);
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}
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public void Halt()
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{
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StartCoroutine(HaltCoroutine());
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}
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private IEnumerator HaltCoroutine()
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{
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spriteRenderer.enabled = false;
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audioSource.PlayOneShot(stoppedSound);
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spawner.SpawnBallOfType("BasicBall", transform.position);
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yield return new WaitForSeconds(0.53f);
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Destroy(gameObject);
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}
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}
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