コード例 #1
0
ファイル: PillarSurface.cs プロジェクト: a-pucci/TTT_scripts
    public override void TriggerHit(BallPhysics ball)
    {
        Vector3 ballVelocity = ball.velocity;

        ball.gameObject.SetActive(false);

        var newDirection = new Vector3();
        var newVelocity  = new Vector3();

        // direction
        if (settings.fixedOutputDirections)
        {
            int     random          = Random.Range(0, settings.outputDirections.Count);
            Vector3 randomDirection = settings.outputDirections[random];
            newDirection = new Vector3(randomDirection.x, ballVelocity.normalized.y, randomDirection.z).normalized;
        }
        else
        {
            Vector3 normalizedDirection = ballVelocity.normalized;
            newDirection = new Vector3(-normalizedDirection.x, normalizedDirection.y, normalizedDirection.z);
        }

        // offset
        if (settings.addRandomOffset)
        {
            newDirection = AddOffset(newDirection);
        }

        // strength
        if (settings.fixedOutputStrength)
        {
            newVelocity = newDirection * settings.outputStrength;
        }
        else
        {
            newVelocity = newDirection * ballVelocity.magnitude;
        }

        // spawn point
        float offsetZ;
        var   spawnPoint = new Vector3();
        float radius     = ball.GetComponent <SphereCollider>().radius;

        if (ball.transform.position.z > transform.position.z)
        {
            offsetZ    = (ball.transform.position.z - transform.position.z) + radius / 2;
            spawnPoint = new Vector3(ball.transform.position.x, ball.transform.position.y, transform.position.z - offsetZ);
        }
        else
        {
            offsetZ    = (transform.position.z - ball.transform.position.z) + radius / 2;
            spawnPoint = new Vector3(ball.transform.position.x, ball.transform.position.y, transform.position.z + offsetZ);
        }

        Vector3 ballOutputVelocity = newVelocity;

        Debug.Log("ball pos: " + ball.transform.position + " | radius: " + radius);
        Debug.Log("offset: " + offsetZ);
        Debug.Log("spawn point: " + spawnPoint);
        Debug.Log("ball velocity: " + ball.velocity + " | magnitude: " + ball.velocity.magnitude);
        Debug.Log("ball out velocity: " + ballOutputVelocity + " | magnitude: " + ballOutputVelocity.magnitude);
        StartCoroutine(SpawnBall(ball, spawnPoint, ballOutputVelocity));
    }