Пример #1
0
    void OnCollisionEnter2D(Collision2D collision)
    {
        switch (collision.gameObject.tag)
        {
        case "Racket":
            isPrecipitating = false;
            Draw();
            mainManager.ClearComboBonus();
            Accelerate(2.0f);
            rigidbody2D.velocity = Vector2.zero;

            float theLengthOfRacket = collision.gameObject.GetComponent <Racket>().GetLength();

            int indexVelocity = mainManager.GetLevel();

            float   ballPointX         = collision.contacts[0].point.x;
            float   racketPointX       = collision.gameObject.transform.position.x;
            float   pointX             = ballPointX - racketPointX;
            float   degree             = (1.0f - pointX / theLengthOfRacket) * Mathf.PI / 2;
            Vector2 reflectionVelocity = new Vector2(currentVelocity * Mathf.Cos(degree), currentVelocity * Mathf.Sin(degree));

            if (signalManager.IsActiveSticky())
            {
                stickedPointX        = pointX;
                stickedVelocity      = reflectionVelocity;
                isSticked            = true;
                isConstant           = false;
                rigidbody2D.velocity = Vector2.zero;
                screenNavigationManager.SetSticky(true);
            }
            else
            {
                isConstant           = true;
                rigidbody2D.velocity = reflectionVelocity;
            }
            break;

        case "FailZone":
            StopBall();
            mainManager.ClearComboBonus();
            StartCoroutine(mainManager.Missing());
            break;

        case "PrecipitateBlock":
            if (isPrecipitating)
            {
                ChangeMovingAngle();
            }

            if (!signalManager.IsActiveTrapGuard())
            {
                float collisionPointY = collision.contacts[0].point.y - collision.transform.position.y;
                if (collisionPointY <= -20.0f)
                {
                    collision.gameObject.GetComponent <PrecipitateBlock>().StartEffect();
                    PrecipitateExtremely();
                }
            }
            break;

        case "RigidbodyPrecipitate":

            if (isPrecipitating)
            {
                ChangeMovingAngle();
            }

            if (!signalManager.IsActiveTrapGuard())
            {
                float collisionPointX = collision.contacts[0].point.x - collision.transform.position.x;
                float collisionPointY = collision.contacts[0].point.y - collision.transform.position.y;
                if (collisionPointY <= -22.0f)
                {
                    if (collisionPointX <= -10.0f)
                    {
                        collision.gameObject.GetComponent <SKL144SystemPrecipitate>().StartEffectLeft();
                    }
                    if (collisionPointX >= 10.0f)
                    {
                        collision.gameObject.GetComponent <SKL144SystemPrecipitate>().StartEffectRight();
                    }

                    PrecipitateExtremely();
                }
            }
            break;

        case "Rigidbody":
        case "BlockSupport":
            if (isPrecipitating)
            {
                ChangeMovingAngle();
            }
            break;

        case "Protector":
            isPrecipitating = false;
            Draw();
            mainManager.ClearComboBonus();
            Accelerate(5.0f);
            float   degreeProtector             = Random.Range(45.0f * Mathf.Deg2Rad, 135.0f * Mathf.Deg2Rad);
            Vector2 reflectionVelocityProtector = new Vector2(currentVelocity * Mathf.Cos(degreeProtector), currentVelocity * Mathf.Sin(degreeProtector));
            rigidbody2D.velocity = reflectionVelocityProtector;

            isConstant = true;
            break;
        }
    }