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82 lines
2.6 KiB
C#
82 lines
2.6 KiB
C#
// Copyright (c) Meta Platforms, Inc. and affiliates.
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using UnityEngine;
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namespace Lofelt.NiceVibrations
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{
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public class BallDemoBall : MonoBehaviour
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{
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public bool HapticsEnabled = true;
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public ParticleSystem HitParticles;
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public ParticleSystem HitPusherParticles;
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public LayerMask WallMask;
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public LayerMask PusherMask;
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public MMUIShaker LogoShaker;
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public AudioSource EmphasisAudioSource;
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protected Rigidbody2D _rigidBody;
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protected float _lastRaycastTimestamp = 0f;
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protected Animator _ballAnimator;
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protected int _hitAnimationParameter;
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protected virtual void Awake()
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{
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_rigidBody = this.gameObject.GetComponent<Rigidbody2D>();
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_ballAnimator = this.gameObject.GetComponent<Animator>();
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_hitAnimationParameter = Animator.StringToHash("Hit");
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}
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protected virtual void OnCollisionEnter2D(Collision2D collision)
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{
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if (WallMask == (WallMask | (1 << collision.gameObject.layer)))
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{
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HitWall();
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}
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}
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protected virtual void Update()
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{
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float raycastLength = 5f;
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Debug.DrawLine(this.transform.position, Vector3.down * raycastLength, Color.red);
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if (Time.time - _lastRaycastTimestamp > 1f)
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{
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_lastRaycastTimestamp = Time.time;
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RaycastHit2D hit = Physics2D.Raycast(this.transform.position, Vector2.down, raycastLength, WallMask);
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if (hit.collider != null)
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{
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HitBottom();
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}
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}
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}
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protected virtual void HitBottom()
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{
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_rigidBody.AddForce(Vector2.up * 2500f);
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StartCoroutine(LogoShaker.Shake(0.2f));
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}
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protected virtual void HitWall()
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{
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float amplitude = _rigidBody.velocity.magnitude / 100f;
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HapticPatterns.PlayEmphasis(amplitude, 0.7f);
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EmphasisAudioSource.volume = amplitude;
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StartCoroutine(LogoShaker.Shake(0.2f));
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EmphasisAudioSource.Play();
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_ballAnimator.SetTrigger(_hitAnimationParameter);
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}
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public virtual void HitPusher()
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{
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HitPusherParticles.Play();
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HapticController.fallbackPreset = HapticPatterns.PresetType.Selection;
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HapticPatterns.PlayEmphasis(0.85f, 0.05f);
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EmphasisAudioSource.volume = 0.1f;
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StartCoroutine(LogoShaker.Shake(0.2f));
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EmphasisAudioSource.Play();
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_ballAnimator.SetTrigger(_hitAnimationParameter);
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}
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}
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}
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