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

152 lines
4.1 KiB
C#

using UnityEngine;
using System.Collections;
public class OozeBall : BallBase
{
public AudioClip timerSound;
public AudioClip splitSound;
public AudioClip stoppedSound;
public BallSpawner spawner;
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;
private float splitTimer = 10.0f;
private float tickTimer = 0.5f;
// 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()
{
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
if (stateInfo.IsName("OozeBallMove") || stateInfo.IsName("OozeBallSplit")) {
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;
}
}
splitTimer -= Time.deltaTime;
tickTimer -= Time.deltaTime;
if (splitTimer <= 0.0f)
{
animator.SetTrigger("split");
}
if (tickTimer <= 0.0f)
{
tickTimer = 0.5f;
audioSource.PlayOneShot(timerSound);
}
// TODO: Implement logic to halt the OozeBall's splitting behavior.
}
void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Wall"))
{
ContactPoint2D contact = collision.GetContact(0);
speed = Vector2.Reflect(speed, contact.normal);
}
}
public void Split()
{
StartCoroutine(SplitCoroutine());
}
private IEnumerator SplitCoroutine()
{
spriteRenderer.enabled = false;
audioSource.PlayOneShot(splitSound);
for (int i = 0; i < Random.Range(5, 8); i++)
{
Vector3 spawnPosition = transform.position +
new Vector3(Random.Range(-0.12f, 0.12f), Random.Range(-0.12f, 0.12f), 0);
spawner.SpawnBallOfType("BasicBall", spawnPosition);
}
spawner.FixCollisions();
yield return new WaitForSeconds(1.0f);
Destroy(gameObject);
}
public void Halt()
{
StartCoroutine(HaltCoroutine());
}
private IEnumerator HaltCoroutine()
{
spriteRenderer.enabled = false;
audioSource.PlayOneShot(stoppedSound);
spawner.SpawnBallOfType("BasicBall", transform.position);
yield return new WaitForSeconds(0.53f);
Destroy(gameObject);
}
}