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

103 lines
3.2 KiB
C#

using UnityEngine;
public class FruitBall : BallBase
{
private float speedMultiplier = 1.0f;
private float speedIncreaseTimer = 0.0f;
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(Mathf.Sign(Random.Range(-1f, 1f)) * 0.005f,
Mathf.Sign(Random.Range(-1f, 1f)) * 0.005f);
hasBoardBounds = TryCacheGameBoardBounds(out boardBounds);
audioSource.PlayOneShot(spawnSound);
}
// Update is called once per frame
void FixedUpdate()
{
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
if (stateInfo.IsName("FruitBallMove")) {
transform.Translate(speed * speedMultiplier);
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;
}
}
if (speedIncreaseTimer > 0.0f)
{
speedIncreaseTimer -= Time.deltaTime;
if (speedIncreaseTimer <= 0.0f)
{
speedMultiplier = 1.0f; // Reset the speed multiplier to 1x
}
}
}
void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Wall") ||
collision.gameObject.CompareTag("BasicBall") ||
collision.gameObject.CompareTag("FruitBall"))
{
ContactPoint2D contact = collision.GetContact(0);
speed = Vector2.Reflect(speed, contact.normal);
if (collision.gameObject.CompareTag("BasicBall") ||
collision.gameObject.CompareTag("FruitBall"))
{
speedIncreaseTimer = 2.0f; // Reset the timer to 2 seconds
speedMultiplier = 20.0f; // Set the speed multiplier to 7x
}
}
}
}