Example #1
0
    /// <summary>
    /// Detects collision with a ball to aim the ball
    /// </summary>
    /// <param name="coll">collision info</param>
    void OnCollisionEnter2D(Collision2D coll)
    {
        if (coll.gameObject.CompareTag("Ball") &&
            FrontCollision(coll))
        {
            // add hits to HUD
            hitPointsAdded.Invoke(side, coll.gameObject.GetComponent <Ball>().Hits);

            // calculate new ball direction
            float ballOffsetFromPaddleCenter =
                coll.transform.position.y - transform.position.y;
            float normalizedBallOffset = ballOffsetFromPaddleCenter /
                                         halfPaddleHeight;
            float angleOffset = normalizedBallOffset * BounceAngleHalfRange;

            // angle modification is based on screen side
            float angle;
            if (side == ScreenSide.Left)
            {
                angle = angleOffset;
            }
            else
            {
                angle = (float)(Mathf.PI - angleOffset);
            }
            Vector2 direction = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));

            // tell ball to set direction to new direction
            Ball ballScript = coll.gameObject.GetComponent <Ball>();
            ballScript.SetDirection(direction);
        }
    }
Example #2
0
    /// <summary>
    /// Detects collision with a ball to aim the ball
    /// </summary>
    /// <param name="coll">collision info</param>
    void OnCollisionEnter2D(Collision2D coll)
    {
        if (coll.gameObject.CompareTag("Ball") && FrontHitCollision(coll))
        {
            // calculate new ball direction
            float ballOffsetFromPaddleCenter =
                coll.transform.position.y - transform.position.y;
            float normalizedBallOffset = ballOffsetFromPaddleCenter /
                                         colliderHalfHeight;
            float angleOffset = normalizedBallOffset * BounceAngleHalfRange;

            // angle modification is based on screen side
            float angle;
            if (screenSide == ScreenSide.Left)
            {
                angle = angleOffset;
            }
            else
            {
                angle = (float)(Mathf.PI - angleOffset);
            }
            Vector2 direction = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));

            // Adds hits score to appropriate player side
            hitsAddedEvent.Invoke(screenSide, coll.gameObject.GetComponent <Ball>().Hits);

            // tell ball to set direction to new direction
            Ball ballScript = coll.gameObject.GetComponent <Ball>();
            ballScript.SetDirection(direction);
        }

        // checks for a pickup collision
        if (coll.gameObject.CompareTag("FreezeEffect"))
        {
            FreezePaddle(screenSide, freezeDuration);
        }
    }