175 lines
4.7 KiB
C#
175 lines
4.7 KiB
C#
using UnityEngine;
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public class NukeBall : 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 criticalSound;
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public AudioClip explosionSound;
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private AudioSource audioSource;
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private Vector2 speed;
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private int criticalState = 0;
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private float criticalTime = 1.0f;
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private float criticalTimer = 0.0f;
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private float height;
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private Collider2D selfCollider;
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private bool isBouncingToHeight = false;
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private float bounceStartY = 0.0f;
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private float fallTargetY = 0.0f;
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private float bounceTimer = 0.0f;
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private float bounceDuration = 1.00f;
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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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selfCollider = GetComponent<Collider2D>();
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speed = new Vector2(Random.Range(-0.09f, 0.09f), 0.0f);
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height = GetComponent<Transform>().position.y;
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fallTargetY = height;
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UpdateFallTargetFromCurrentPosition();
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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("NuclearBallBounce")) {
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transform.Translate(speed);
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Vector3 currentPosition = transform.position;
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if (isBouncingToHeight)
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{
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bounceTimer += Time.fixedDeltaTime;
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float t = Mathf.Clamp01(bounceTimer / bounceDuration);
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float easedT = 1.0f - Mathf.Pow(1.0f - t, 2.0f);
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currentPosition.y = Mathf.Lerp(bounceStartY, height, easedT);
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if (t >= 1.0f)
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{
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isBouncingToHeight = false;
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bounceTimer = 0.0f;
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currentPosition.y = height;
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UpdateFallTargetFromCurrentPosition();
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}
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}
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else
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{
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bounceTimer += Time.fixedDeltaTime;
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float t = Mathf.Clamp01(bounceTimer / bounceDuration);
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float easedT = t * t;
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currentPosition.y = Mathf.Lerp(height, fallTargetY, easedT);
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}
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transform.position = currentPosition;
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}
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// When in critical state 2, play the critical sound every half a second.
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if (criticalState == 2)
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{
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criticalTimer = 0.5f;
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}
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// If in a critical state, increment the critical timer and play the
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// critical sound if the timer exceeds the critical time.
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if (criticalState >= 1)
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{
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criticalTimer += Time.deltaTime;
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if (criticalTimer >= criticalTime)
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{
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audioSource.PlayOneShot(criticalSound);
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}
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criticalTimer = 0.0f;
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}
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}
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void OnCollisionEnter2D(Collision2D collision)
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{
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// NukeBall should bounce off walls only. It cannot collide with other balls, not even other NukeBalls.
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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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speed.y = 0.0f;
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audioSource.PlayOneShot(bounceSound);
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// A floor hit (normal pointing upward) starts an ease-out bounce back to initial height.
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if (contact.normal.y > 0.5f)
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{
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isBouncingToHeight = true;
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bounceTimer = 0.0f;
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bounceStartY = contact.point.y;
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fallTargetY = bounceStartY;
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Vector3 currentPosition = transform.position;
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currentPosition.y = bounceStartY;
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transform.position = currentPosition;
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}
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}
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}
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private void UpdateFallTargetFromCurrentPosition()
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{
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fallTargetY = transform.position.y;
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RaycastHit2D[] hits = Physics2D.RaycastAll(transform.position, Vector2.down, 100.0f);
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float closestDistance = float.MaxValue;
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foreach (RaycastHit2D hit in hits)
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{
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if (hit.collider == null || hit.collider == selfCollider)
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{
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continue;
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}
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if (!hit.collider.CompareTag("Wall"))
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{
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continue;
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}
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if (hit.normal.y <= 0.5f)
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{
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continue;
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}
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if (hit.distance < closestDistance)
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{
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closestDistance = hit.distance;
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fallTargetY = hit.point.y;
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}
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}
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}
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}
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