Files
soccar2d/Assets/Scripts/Ball.cs
2026-01-30 21:22:59 +05:30

90 lines
3.3 KiB
C#

using System.Collections;
using UnityEngine;
public class Ball : MonoBehaviour
{
[HideInInspector]public Rigidbody2D rb;
Vector3 startPosition;
public float wallDetectionLength = 0.5f;
public float wallStuckFixForce = 1f;
public float maxWallStuckVelocity = 5f;
public LayerMask wallLayerMask;
void Awake()
{
rb = GetComponent<Rigidbody2D>();
startPosition = transform.position;
}
public void Reset(float duration){
StartCoroutine(CoroutineReset(duration));
}
IEnumerator CoroutineReset(float duration){
float t=0;
Vector3 pos1 = transform.position;
Quaternion rot1 = transform.rotation;
while (t < duration){
t+=Time.deltaTime;
transform.position = Vector3.Lerp(pos1, startPosition, t / duration);
transform.rotation = Quaternion.Lerp(rot1, Quaternion.identity, t/duration);
yield return null;
}
}
public bool touchingB,touchingL,touchingR,touchingT = false;
void Update()
{
WallDetection();
}
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}");
if (touchingR) {
rb.AddForce(Vector2.left * otherSpeed *wallStuckFixForce * velocityMult * Time.deltaTime);
}
if (touchingL) {
rb.AddForce(Vector2.right * otherSpeed * wallStuckFixForce * velocityMult * Time.deltaTime);
}
if (touchingT) {
rb.AddForce(Vector2.down * otherSpeed * wallStuckFixForce * velocityMult * Time.deltaTime);
}
if (touchingB) {
rb.AddForce(Vector2.up *otherSpeed * wallStuckFixForce * velocityMult * Time.deltaTime);
}
}
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));
}
}