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

186 lines
4.7 KiB
C#

using UnityEngine;
using System.Collections;
public class GlassBall : BallBase
{
public AudioClip breakSound;
private int health = 3;
private bool isBroken = false;
private float damageTimer = 0.0f;
private float damageCooldown = 0.5f;
private SpriteRenderer spriteRenderer;
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>();
spriteRenderer = GetComponent<SpriteRenderer>();
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()
{
if (damageTimer > 0.0f)
{
damageTimer -= Time.fixedDeltaTime;
}
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
if (stateInfo.IsName("GlassBallMove1") ||
stateInfo.IsName("GlassBallMove2") ||
stateInfo.IsName("GlassBallMove3"))
{
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)
{
if (collision.gameObject.CompareTag("Wall") ||
collision.gameObject.CompareTag("GlassBall"))
{
ContactPoint2D contact = collision.GetContact(0);
speed = Vector2.Reflect(speed, contact.normal);
// Glass balls take damage when colliding with other GlassBalls
if (collision.gameObject.CompareTag("GlassBall"))
{
Damage();
}
}
}
private void Damage()
{
if (isBroken || damageTimer > 0.0f)
{
return;
}
health--;
damageTimer = damageCooldown;
if (health < 0)
{
health = 0;
}
animator.SetInteger("health", health);
if (health > 0)
{
audioSource.PlayOneShot(hitSound);
}
else
{
audioSource.PlayOneShot(breakSound);
}
}
public void Break()
{
if (isBroken)
{
return;
}
isBroken = true;
spriteRenderer.enabled = false;
var collider = GetComponent<Collider2D>();
if (collider != null)
{
collider.enabled = false;
}
StartCoroutine(BreakCoroutine());
}
private IEnumerator BreakCoroutine()
{
yield return new WaitForSeconds(0.6f);
Destroy(gameObject);
}
void OnTriggerEnter2D(Collider2D other)
{
if(other.gameObject.CompareTag("Bar"))
{
Damage();
// Destroy all bar segments when the ball hits a bar.
var barSegments = GameObject.FindGameObjectsWithTag("Bar");
foreach (var barSegment in barSegments)
{
Destroy(barSegment);
}
// Notify the player that the bar has been hit.
var player = GameObject.FindGameObjectWithTag("Player");
if (player != null)
{
player.GetComponent<Player>().OnBarHit();
}
}
}
}