Exemplo n.º 1
0
    void HitEnemy(Collision collision)
    {
        direction = collision.transform.position - transform.position;
        direction.Normalize();

        RNG_multiplier = UnityEngine.Random.Range(ballConfig.RNGMinMultiplier, ballConfig.RNGMaxMultiplier);

        float RPM = Mathf.Clamp(ballDur.RPM, 0, ballConfig.maxRPM);

        //Magnitude formula
        magnitude = (rb.velocity.magnitude * ballConfig.velocityMultiplier + 1200 * ballConfig.RPMMultiplier)
                    * RNG_multiplier;



        if (doCrit)
        {
            if (superCritEnabled)
            {
                magnitude *= ballConfig.superCritMultiplier;
            }
            else
            {
                magnitude *= critMultiplier;
            }

            if (critSparks != null)
            {
                critSparks.Play();
            }

            audioSource.clip  = audioCrit;
            audioSource.pitch = 1.0f;
        }
        else
        {
            if (sparks != null)
            {
                sparks.Play();
            }

            audioSource.clip  = audioHit;
            audioSource.pitch = UnityEngine.Random.Range(0.5f, 2.0f);
        }

        if (audioSource != null)
        {
            audioSource.Play();
        }

        if (magnitude > debugForceLimit)
        {
            /*
             * Debug.Log("<b>Excessive force</b> (" + (int)magnitude + ")" + Environment.NewLine
             + "<b>Crit:</b> " + doCrit
             + " <b>RPM push force:</b> " + (int)(ballRPM.RPM * ballConfig.RPMMultiplier)
             + " <b>Velocity push force:</b> " + (int)(rb.velocity.magnitude * ballConfig.velocityMultiplier));
             +
             + //*/
        }

        if (ballPhysics != null)
        {
            ballPhysics.NewCircular();
        }

        finalForce = direction * magnitude;

        collision.rigidbody.AddForce(finalForce);

        if (gameObject.layer != 13) //layer 13 "Invulnerable", used for !grow
        {
            ballDur.RPM -= UnityEngine.Random.Range(ballConfig.DurMinDamageOnHit, ballConfig.DurMaxDamageOnHit);
        }
    }