TO SQUASH: Nuke ball explosion.
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@@ -115,3 +116,15 @@ Animator:
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@@ -306,3 +306,6 @@ MonoBehaviour:
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explosionSound: {fileID: 8300000, guid: 4b277a57224afa7df868a42f9005709e, type: 3}
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destroySound: {fileID: 8300000, guid: f4dab77a6338f5d0ca6038bad0c87d87, type: 3}
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@@ -6287,6 +6287,7 @@ GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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@@ -199,4 +199,9 @@ public class BallBase : MonoBehaviour
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bounds = default;
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return false;
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}
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public void StopBall()
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speed = new Vector2(0.0f, 0.0f);
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}
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}
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@@ -1,4 +1,6 @@
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||||
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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||||
public class NukeBall : BallBase
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||||
{
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||||
@@ -6,6 +8,8 @@ public class NukeBall : BallBase
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public AudioClip explosionSound;
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public GameObject explosionEffectPrefab;
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public WorldFiller worldFiller;
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|
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// Tracks escalating danger/critical phases for audio cues.
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||||
@@ -30,6 +34,8 @@ public class NukeBall : BallBase
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||||
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||||
private float bounceDuration = 1.00f;
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private bool exploding = false;
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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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@@ -55,6 +61,11 @@ public class NukeBall : BallBase
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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 (exploding)
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{
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return;
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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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@@ -100,14 +111,20 @@ public class NukeBall : BallBase
|
||||
{
|
||||
// Set critical state.
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||||
var area = worldFiller != null ? worldFiller.GetAreaPercentOfFreeRegion(transform.position) : -1.0f;
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||||
criticalState = (area < 0.2f) ? 2 : (area < 0.4f) ? 1 : 0;
|
||||
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||||
if (area == -1.0f || exploding)
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||||
{
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||||
return;
|
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}
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criticalState = (area < 0.12f) ? 3 : (area < 0.2f) ? 2 : (area < 0.4f) ? 1 : 0;
|
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|
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// State 1 beeps every 0.5s, state 2 beeps every 0.25s.
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criticalTime = (criticalState == 2) ? 0.5f : 1.0f;
|
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|
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// If in a critical state, increment the critical timer and play the
|
||||
// critical sound if the timer exceeds the critical time.
|
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if (criticalState >= 1)
|
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if (criticalState == 1 || criticalState == 2)
|
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{
|
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criticalTimer += Time.deltaTime;
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@@ -119,6 +136,28 @@ public class NukeBall : BallBase
|
||||
criticalTimer -= criticalTime;
|
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}
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}
|
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else if (criticalState == 3)
|
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{
|
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audioSource.PlayOneShot(explosionSound);
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var balls = worldFiller != null ?
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worldFiller.GetBallsInSameFreeRegion(transform.position) :
|
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new Queue<GameObject>();
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foreach (var ball in balls)
|
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{
|
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ball.GetComponent<BallBase>()?.StopBall();
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if (explosionEffectPrefab != null)
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{
|
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Instantiate(explosionEffectPrefab, ball.transform.position, Quaternion.identity);
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}
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}
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||||
exploding = true;
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||||
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StartCoroutine(DestroyAndFillRegion(balls));
|
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}
|
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else
|
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{
|
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criticalTimer = 0.0f;
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@@ -198,4 +237,25 @@ public class NukeBall : BallBase
|
||||
}
|
||||
}
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||||
}
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private IEnumerator DestroyAndFillRegion(Queue<GameObject> balls)
|
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{
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||||
yield return new WaitForSeconds(1.4f);
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||||
foreach (var ball in balls)
|
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{
|
||||
Destroy(ball);
|
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}
|
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|
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var freeRegion = worldFiller != null ?
|
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worldFiller.GetFreeRegionOfPosition(transform.position) :
|
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null;
|
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|
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if (freeRegion != null)
|
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{
|
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worldFiller.FillFreeRegion(freeRegion.Value);
|
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}
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|
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Destroy(gameObject);
|
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}
|
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}
|
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|
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@@ -9,6 +9,12 @@ public class WorldFiller : MonoBehaviour
|
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|
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public GameObject wallPrefab;
|
||||
|
||||
public BallSpawner ballSpawner;
|
||||
|
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public AudioClip areaDestroyed;
|
||||
|
||||
private AudioSource audioSource;
|
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|
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[SerializeField]
|
||||
private float fallbackBarThicknessWorldUnits = 0.08f;
|
||||
|
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@@ -33,6 +39,7 @@ public class WorldFiller : MonoBehaviour
|
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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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gameBoardBounds = gameBoardSpriteRenderer.bounds;
|
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InitializeFreeAreas();
|
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ClearWalls();
|
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@@ -299,7 +306,7 @@ public class WorldFiller : MonoBehaviour
|
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return false;
|
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}
|
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|
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public float GetAreaPercentOfFreeRegion(Vector2 position)
|
||||
public float GetAreaPercentOfFreeRegion(Vector2 position)
|
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{
|
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if (freeAreas.Count == 0 && gameBoardSpriteRenderer != null)
|
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{
|
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@@ -317,6 +324,75 @@ public float GetAreaPercentOfFreeRegion(Vector2 position)
|
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return -1.0f;
|
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}
|
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|
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public Rect? GetFreeRegionOfPosition(Vector2 position)
|
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{
|
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if (freeAreas.Count == 0 && gameBoardSpriteRenderer != null)
|
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{
|
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InitializeFreeAreas();
|
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}
|
||||
|
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for (int i = 0; i < freeAreas.Count; i++)
|
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{
|
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if (RectContainsWithTolerance(freeAreas[i], position))
|
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{
|
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return freeAreas[i];
|
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}
|
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}
|
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|
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return null;
|
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}
|
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|
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public bool FillFreeRegion(Rect freeRegion)
|
||||
{
|
||||
if ((freeAreas.Count == 0 || boardArea <= geometryEpsilon) && gameBoardSpriteRenderer != null)
|
||||
{
|
||||
InitializeFreeAreas();
|
||||
}
|
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|
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if (!TryGetMatchingFreeArea(freeRegion, out Rect regionToFill))
|
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{
|
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Debug.LogWarning("Requested region is not currently a free area.");
|
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return false;
|
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}
|
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|
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if (!TrySpawnWallInRect(regionToFill))
|
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{
|
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return false;
|
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}
|
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|
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audioSource.PlayOneShot(areaDestroyed);
|
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|
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return true;
|
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}
|
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|
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public Queue<GameObject> GetBallsInSameFreeRegion(Vector2 position)
|
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{
|
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Queue<GameObject> ballsInSameRegion = new Queue<GameObject>();
|
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|
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if (ballSpawner == null)
|
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{
|
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return ballsInSameRegion;
|
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}
|
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|
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var targetRegion = GetFreeRegionOfPosition(position);
|
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|
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if (targetRegion == null)
|
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{
|
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return ballsInSameRegion;
|
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}
|
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|
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foreach (var ball in ballSpawner.GetBalls())
|
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{
|
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var ballRegion = GetFreeRegionOfPosition(ball.transform.position);
|
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if (ballRegion != null && ballRegion.Value == targetRegion.Value)
|
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{
|
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ballsInSameRegion.Enqueue(ball);
|
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}
|
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}
|
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|
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return ballsInSameRegion;
|
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}
|
||||
|
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public Vector2 GetRandomPositionInFreeAreas(Bounds? clearingArea = null)
|
||||
{
|
||||
if (freeAreas.Count == 0 && gameBoardSpriteRenderer != null)
|
||||
@@ -531,6 +607,180 @@ public float GetAreaPercentOfFreeRegion(Vector2 position)
|
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}
|
||||
}
|
||||
|
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private bool TryGetMatchingFreeArea(Rect requestedRegion, out Rect matchedRegion)
|
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{
|
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for (int i = 0; i < freeAreas.Count; i++)
|
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{
|
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if (RectsApproximatelyEqual(freeAreas[i], requestedRegion))
|
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{
|
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matchedRegion = freeAreas[i];
|
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return true;
|
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}
|
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}
|
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|
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matchedRegion = default;
|
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return false;
|
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}
|
||||
|
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private bool RectsApproximatelyEqual(Rect a, Rect b)
|
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{
|
||||
return Mathf.Abs(a.xMin - b.xMin) <= geometryEpsilon
|
||||
&& Mathf.Abs(a.yMin - b.yMin) <= geometryEpsilon
|
||||
&& Mathf.Abs(a.xMax - b.xMax) <= geometryEpsilon
|
||||
&& Mathf.Abs(a.yMax - b.yMax) <= geometryEpsilon;
|
||||
}
|
||||
|
||||
private bool TrySpawnWallInRect(Rect targetRect)
|
||||
{
|
||||
if (wallPrefab == null)
|
||||
{
|
||||
Debug.LogError("Wall prefab is not assigned.");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (gameBoardSpriteRenderer == null)
|
||||
{
|
||||
Debug.LogError("Game board SpriteRenderer is not assigned.");
|
||||
return false;
|
||||
}
|
||||
|
||||
gameBoardBounds = gameBoardSpriteRenderer.bounds;
|
||||
|
||||
Rect boardRect = Rect.MinMaxRect(
|
||||
gameBoardBounds.min.x,
|
||||
gameBoardBounds.min.y,
|
||||
gameBoardBounds.max.x,
|
||||
gameBoardBounds.max.y
|
||||
);
|
||||
|
||||
if (!TryGetRectIntersection(targetRect, boardRect, out Rect clampedRect))
|
||||
{
|
||||
Debug.LogWarning("Target wall rectangle is outside the game board bounds.");
|
||||
return false;
|
||||
}
|
||||
|
||||
GameObject wall = Instantiate(wallPrefab, Vector3.zero, Quaternion.identity);
|
||||
var wallRenderer = wall.GetComponentInChildren<SpriteRenderer>();
|
||||
|
||||
if (wallRenderer == null)
|
||||
{
|
||||
Debug.LogError("Wall prefab is missing a SpriteRenderer in children.");
|
||||
Destroy(wall);
|
||||
return false;
|
||||
}
|
||||
|
||||
float wallPaddingWorldUnits = PixelsToWorldUnits(wallPaddingPixelsPerSide, wallRenderer);
|
||||
Rect paddedWallRect = ExpandRectInsideBounds(clampedRect, wallPaddingWorldUnits, boardRect);
|
||||
|
||||
ApplyWallTransform(wall.transform, wallRenderer, paddedWallRect);
|
||||
spawnedWalls.Enqueue(wall);
|
||||
|
||||
UpdateFreeAreas(paddedWallRect);
|
||||
ResolveWallIntersections(wallRenderer.bounds);
|
||||
DestroyBarSegments();
|
||||
|
||||
if (boardArea <= geometryEpsilon)
|
||||
{
|
||||
boardArea = boardRect.width * boardRect.height;
|
||||
}
|
||||
|
||||
int areaPercentage = boardArea > geometryEpsilon
|
||||
? Mathf.RoundToInt((paddedWallRect.width * paddedWallRect.height / boardArea) * 100.0f)
|
||||
: 0;
|
||||
|
||||
if (player != null)
|
||||
{
|
||||
player.OnWallSpawned(areaPercentage);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void ResolveWallIntersections(Bounds wallBounds)
|
||||
{
|
||||
// Yummies and multipliers are awarded if intersected by the spawned wall.
|
||||
var yummies = GameObject.FindGameObjectsWithTag("Yummy");
|
||||
var multipliers = GameObject.FindGameObjectsWithTag("Multiplier");
|
||||
var shark = GameObject.FindGameObjectWithTag("Shark");
|
||||
|
||||
foreach (var yummy in yummies)
|
||||
{
|
||||
if (yummy == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var yummyRenderer = yummy.GetComponent<SpriteRenderer>();
|
||||
if (yummyRenderer == null || !wallBounds.Intersects(yummyRenderer.bounds))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
YummyBase yummyBase = yummy.GetComponent<YummyBase>();
|
||||
|
||||
if (yummyBase != null)
|
||||
{
|
||||
yummyBase.AwardToPlayer(player);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("YummyBase component not found on yummy object.");
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var multiplier in multipliers)
|
||||
{
|
||||
if (multiplier == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var multiplierRenderer = multiplier.GetComponent<SpriteRenderer>();
|
||||
if (multiplierRenderer == null || !wallBounds.Intersects(multiplierRenderer.bounds))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
Multiplier multiplierComponent = multiplier.GetComponent<Multiplier>();
|
||||
|
||||
if (multiplierComponent != null)
|
||||
{
|
||||
multiplierComponent.AwardToPlayer(player);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Multiplier component not found on multiplier object.");
|
||||
}
|
||||
}
|
||||
|
||||
if (shark == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var sharkRenderer = shark.GetComponent<SpriteRenderer>();
|
||||
if (sharkRenderer == null || !wallBounds.Intersects(sharkRenderer.bounds))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Shark sharkComponent = shark.GetComponent<Shark>();
|
||||
if (sharkComponent != null)
|
||||
{
|
||||
sharkComponent.KillShark();
|
||||
}
|
||||
}
|
||||
|
||||
private void DestroyBarSegments()
|
||||
{
|
||||
GameObject[] barSegments = GameObject.FindGameObjectsWithTag("Bar");
|
||||
|
||||
foreach (GameObject barSegment in barSegments)
|
||||
{
|
||||
Destroy(barSegment);
|
||||
}
|
||||
}
|
||||
|
||||
private void ApplyWallTransform(Transform wallTransform, SpriteRenderer wallRenderer, Rect targetRect)
|
||||
{
|
||||
Vector2 baseSize = wallRenderer.bounds.size;
|
||||
|
||||
Reference in New Issue
Block a user