private Vector2 GetForceOnLeftOrRight(BallBase ball, CollisionSide colSide) { Vector2 forceVector = StrikerCollisionForceManager.GetCollisionEndVelocity(CollisionType, colSide, isMovingOrMovedUp, isForceModeOn); float endSpeed = PhysicsConstants.BallSpeedAfterStrikerIdleHit; return((ball.LastFrameVelocity.normalized + forceVector).normalized * endSpeed); }
private Vector2 GetForceOnBottomSide(BallBase ball) { Vector2 forceVector = StrikerCollisionForceManager.GetCollisionEndVelocity(CollisionType, CollisionSide.Top, isMovingOrMovedUp, isForceModeOn); float endSpeed = isForceModeOn ? PhysicsConstants.BallSpeedAfterStrikerForceHit : PhysicsConstants.BallSpeedAfterStrikerIdleHit; return((ball.LastFrameVelocity.normalized + forceVector).normalized * endSpeed); }