Files
soccar2d/Assets/Scripts/Ball.cs
T

204 lines
6.2 KiB
C#

using System.Collections;
using Mirror;
using UnityEngine;
public class Ball : NetworkBehaviour
{
[HideInInspector]public Rigidbody2D rb;
Vector3 startPosition;
public float wallDetectionLength = 0.5f;
public float wallStuckFixForce = 1f;
public float maxWallStuckVelocity = 5f;
public LayerMask wallLayerMask;
public float distToGoal;
public float nearGoalThreshold = 2.5f;
void Awake()
{
rb = GetComponent<Rigidbody2D>();
col = GetComponent<Collider2D>();
startPosition = transform.position;
}
Collider2D col;
Coroutine coroutineReset;
bool holdingCollisionLock;
public void SetCollisionsEnabled(bool enabled)
{
if (col != null)
col.enabled = enabled;
if (rb != null && !enabled)
{
rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
}
}
public void Reset(float duration){
if (coroutineReset != null)
{
StopCoroutine(coroutineReset);
RestoreAfterReset();
}
coroutineReset = StartCoroutine(CoroutineReset(duration));
}
IEnumerator CoroutineReset(float duration){
if (GameManager.instance != null)
{
GameManager.instance.PushResetCollisionLock();
holdingCollisionLock = true;
}
rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
float t=0;
Vector3 pos1 = transform.position;
Quaternion rot1 = transform.rotation;
while (t < duration){
t+=Time.deltaTime;
float u = Mathf.Clamp01(t / duration);
transform.position = Vector3.Lerp(pos1, startPosition, u);
transform.rotation = Quaternion.Lerp(rot1, Quaternion.identity, u);
yield return null;
}
transform.position = startPosition;
transform.rotation = Quaternion.identity;
RestoreAfterReset();
}
void RestoreAfterReset()
{
if (rb != null)
{
rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
}
if (holdingCollisionLock && GameManager.instance != null)
{
GameManager.instance.PopResetCollisionLock();
holdingCollisionLock = false;
}
coroutineReset = null;
}
public bool touchingB,touchingL,touchingR,touchingT = false;
void Update()
{
CheckNearGoal();
if(!isServer){return;}
WallDetection();
}
void CheckNearGoal(){
Goal[] goals = FindObjectsByType<Goal>(FindObjectsSortMode.None);
float closestDist = float.MaxValue;
foreach(Goal goal in goals){
float dist = Vector3.Distance(transform.position, goal.transform.position);
if(dist < closestDist){
closestDist = dist;
}
}
distToGoal = closestDist;
AudioManager.instance.SetIsBallNearGoal(distToGoal < nearGoalThreshold);
}
void OnCollisionEnter2D(Collision2D collision)
{
float otherSpeed = collision.relativeVelocity.magnitude;
float velocityMult = 1- Mathf.Clamp01(rb.linearVelocity.magnitude / maxWallStuckVelocity);
// Debug.Log($"{collision.collider.name} hit ball @ {otherSpeed}, ball speed: {rb.linearVelocity.magnitude}");
int mult=0;
if(touchingB){
mult++;
}
if(touchingT){
mult++;
}
if(touchingL){
mult++;
}
if(touchingR){
mult++;
}
velocityMult *= mult;
if (touchingR) {
rb.AddForce(Vector2.left * otherSpeed *wallStuckFixForce * velocityMult );
}
if (touchingL) {
rb.AddForce(Vector2.right * otherSpeed * wallStuckFixForce * velocityMult );
}
if (touchingT) {
rb.AddForce(Vector2.down * otherSpeed * wallStuckFixForce * velocityMult );
}
if (touchingB) {
rb.AddForce(Vector2.up *otherSpeed * wallStuckFixForce * velocityMult );
}
float maxVolSpeed =5f;
float vol = Mathf.Clamp01(otherSpeed / maxVolSpeed);
if(collision.collider.CompareTag("wall")){
AudioManager.instance.PlayWallHit(vol);
if (isServer)
ReplayRecorder.RecordHit("ball_wall", vol, this);
RpcWallHitAudio(vol);
}
else if(collision.collider.CompareTag("Puck")){
AudioManager.instance.PlayBallHit(vol);
if (isServer)
ReplayRecorder.RecordHit("ball_puck", vol, this);
RpcBallHitAudio(vol);
}
}
[ClientRpc]
void RpcWallHitAudio(float vol){
AudioManager.instance.PlayWallHit(vol);
}
[ClientRpc]
void RpcBallHitAudio(float vol){
AudioManager.instance.PlayBallHit(vol);
}
void WallDetection(){
// Linecast for each direction
Vector3 pos = transform.position;
RaycastHit2D hitL = Physics2D.Linecast(pos, pos + Vector3.left * wallDetectionLength, wallLayerMask);
touchingL = hitL.collider != null;
RaycastHit2D hitR = Physics2D.Linecast(pos, pos + Vector3.right * wallDetectionLength, wallLayerMask);
touchingR = hitR.collider != null;
RaycastHit2D hitT = Physics2D.Linecast(pos, pos + Vector3.up * wallDetectionLength, wallLayerMask);
touchingT = hitT.collider != null;
RaycastHit2D hitB = Physics2D.Linecast(pos, pos + Vector3.down * wallDetectionLength, wallLayerMask);
touchingB = hitB.collider != null;
}
void OnDrawGizmos()
{
Gizmos.color = touchingL ? Color.red : Color.green;
Gizmos.DrawLine(transform.position, transform.position + (Vector3.left * wallDetectionLength));
Gizmos.color = touchingR ? Color.red : Color.green;
Gizmos.DrawLine(transform.position, transform.position + (Vector3.right * wallDetectionLength));
Gizmos.color = touchingT ? Color.red : Color.green;
Gizmos.DrawLine(transform.position, transform.position + (Vector3.up * wallDetectionLength));
Gizmos.color = touchingB ? Color.red : Color.green;
Gizmos.DrawLine(transform.position, transform.position + (Vector3.down * wallDetectionLength));
}
}