186 lines
4.7 KiB
C#
186 lines
4.7 KiB
C#
using UnityEngine;
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using System.Collections;
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public class GlassBall : BallBase
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{
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public AudioClip breakSound;
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private int health = 3;
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private bool isBroken = false;
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private float damageTimer = 0.0f;
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private float damageCooldown = 0.5f;
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private SpriteRenderer spriteRenderer;
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private Bounds boardBounds;
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private Collider2D selfCollider;
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private bool hasBoardBounds = false;
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private float magnetBounceDuration = 0.35f;
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private float magnetCenterLeeway = 0.12f;
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private MagnetBounceAxisState xMagnetBounceState;
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private MagnetBounceAxisState yMagnetBounceState;
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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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selfCollider = GetComponent<Collider2D>();
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speed = new Vector2(Random.Range(-0.05f, 0.05f), Random.Range(-0.05f, 0.05f));
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hasBoardBounds = TryCacheGameBoardBounds(out boardBounds);
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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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if (damageTimer > 0.0f)
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{
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damageTimer -= Time.fixedDeltaTime;
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}
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AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
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if (stateInfo.IsName("GlassBallMove1") ||
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stateInfo.IsName("GlassBallMove2") ||
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stateInfo.IsName("GlassBallMove3"))
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{
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transform.Translate(speed);
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if (affectedByMagnet && hasBoardBounds)
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{
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Vector3 currentPosition = transform.position;
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currentPosition.x = ApplyMagnetBounceAxis(
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currentPosition.x,
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boardBounds.min.x,
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boardBounds.max.x,
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magnetActiveLeftRight,
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ref xMagnetBounceState,
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selfCollider != null ? selfCollider.bounds.extents.x : 0.0f,
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magnetBounceDuration,
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magnetCenterLeeway
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);
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currentPosition.y = ApplyMagnetBounceAxis(
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currentPosition.y,
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boardBounds.min.y,
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boardBounds.max.y,
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magnetActiveTopBottom,
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ref yMagnetBounceState,
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selfCollider != null ? selfCollider.bounds.extents.y : 0.0f,
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magnetBounceDuration,
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magnetCenterLeeway
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);
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transform.position = currentPosition;
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}
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}
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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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collision.gameObject.CompareTag("GlassBall"))
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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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// Glass balls take damage when colliding with other GlassBalls
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if (collision.gameObject.CompareTag("GlassBall"))
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{
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Damage();
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}
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}
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}
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private void Damage()
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{
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if (isBroken || damageTimer > 0.0f)
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{
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return;
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}
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health--;
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damageTimer = damageCooldown;
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if (health < 0)
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{
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health = 0;
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}
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animator.SetInteger("health", health);
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if (health > 0)
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{
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audioSource.PlayOneShot(hitSound);
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}
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else
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{
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audioSource.PlayOneShot(breakSound);
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}
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}
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public void Break()
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{
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if (isBroken)
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{
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return;
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}
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isBroken = true;
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spriteRenderer.enabled = false;
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var collider = GetComponent<Collider2D>();
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if (collider != null)
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{
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collider.enabled = false;
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}
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StartCoroutine(BreakCoroutine());
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}
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private IEnumerator BreakCoroutine()
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{
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yield return new WaitForSeconds(0.6f);
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Destroy(gameObject);
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}
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void OnTriggerEnter2D(Collider2D other)
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{
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if(other.gameObject.CompareTag("Bar"))
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{
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Damage();
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// Destroy all bar segments when the ball hits a bar.
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var barSegments = GameObject.FindGameObjectsWithTag("Bar");
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foreach (var barSegment in barSegments)
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{
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Destroy(barSegment);
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}
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// Notify the player that the bar has been hit.
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var player = GameObject.FindGameObjectWithTag("Player");
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if (player != null)
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{
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player.GetComponent<Player>().OnBarHit();
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}
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}
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}
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}
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