Tricks can now occupy baskets and block scoring
This commit is contained in:
@@ -1,8 +1,24 @@
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using System.Collections.Generic;
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using UnityEngine;
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public class BasketController : MonoBehaviour
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{
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public ScoreManager scoreManager;
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[SerializeField] private Transform basketHoldPoint;
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[SerializeField] private LayerMask trickDetectMask = ~0;
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private readonly Collider2D[] overlapHits = new Collider2D[8];
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private BoxCollider2D basketCollider;
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private TrickController currentTrick;
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private void Awake()
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{
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basketCollider = GetComponent<BoxCollider2D>();
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}
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private void FixedUpdate()
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{
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RefreshTricksInBasket();
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}
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private void OnCollisionEnter2D(Collision2D collision)
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{
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@@ -11,6 +27,13 @@ public class BasketController : MonoBehaviour
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if (collision.gameObject.CompareTag("Interactable"))
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{
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if (collision.gameObject.GetComponent<TrickController>() != null)
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{
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RegisterTrick(collision.gameObject);
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return;
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}
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RefreshTricksInBasket();
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if (currentTrick != null)
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{
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return;
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}
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@@ -20,4 +43,157 @@ public class BasketController : MonoBehaviour
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GameObject.Destroy(collision.gameObject);
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}
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}
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private void OnCollisionExit2D(Collision2D collision)
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{
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UnregisterTrick(collision.gameObject);
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}
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private void OnTriggerEnter2D(Collider2D other)
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{
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if (!other.CompareTag("Interactable"))
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{
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return;
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}
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if (other.GetComponent<TrickController>() != null)
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{
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RegisterTrick(other.gameObject);
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}
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}
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private void OnTriggerExit2D(Collider2D other)
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{
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UnregisterTrick(other.gameObject);
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}
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private void RegisterTrick(GameObject obj)
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{
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if (obj.TryGetComponent<TrickController>(out var trick))
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{
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if (currentTrick != null && currentTrick != trick)
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{
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return;
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}
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currentTrick = trick;
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trick.SetBasketed(true, GetBasketAnchorPosition(trick));
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}
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}
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private void UnregisterTrick(GameObject obj)
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{
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if (obj == null)
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{
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return;
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}
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if (obj.TryGetComponent<TrickController>(out var trick))
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{
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if (currentTrick == trick)
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{
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currentTrick = null;
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trick.SetBasketed(false);
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}
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}
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}
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private void RefreshTricksInBasket()
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{
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if (basketCollider == null)
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{
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return;
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}
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var filter = new ContactFilter2D();
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filter.SetLayerMask(trickDetectMask);
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filter.useTriggers = true;
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var hitCount = basketCollider.Overlap(filter, overlapHits);
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for (var i = 0; i < hitCount; i++)
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{
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var hit = overlapHits[i];
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if (hit == null || !hit.CompareTag("Interactable"))
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{
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continue;
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}
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if (hit.TryGetComponent<TrickController>(out var trick))
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{
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if (currentTrick == null)
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{
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currentTrick = trick;
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trick.SetBasketed(true, GetBasketAnchorPosition(trick));
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}
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break;
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}
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}
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if (currentTrick == null)
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{
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return;
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}
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if (currentTrick.IsCarried)
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{
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currentTrick.SetBasketed(false);
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currentTrick = null;
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return;
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}
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var stillInside = false;
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for (var i = 0; i < hitCount; i++)
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{
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var hit = overlapHits[i];
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if (hit == null || !hit.CompareTag("Interactable"))
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{
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continue;
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}
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if (hit.TryGetComponent<TrickController>(out var trick) && trick == currentTrick)
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{
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stillInside = true;
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break;
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}
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}
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if (!stillInside)
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{
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currentTrick.SetBasketed(false);
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currentTrick = null;
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}
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}
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private Vector2? GetBasketAnchorPosition(TrickController trick)
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{
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if (basketHoldPoint != null)
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{
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return OffsetForTrickHeight(basketHoldPoint.position, trick);
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}
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if (basketCollider != null)
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{
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return OffsetForTrickHeight(basketCollider.bounds.center, trick);
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}
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return null;
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}
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private Vector2 OffsetForTrickHeight(Vector2 anchor, TrickController trick)
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{
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if (trick == null)
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{
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return anchor;
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}
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var renderer = trick.GetComponent<SpriteRenderer>();
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if (renderer == null)
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{
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return anchor;
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}
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anchor.y += renderer.bounds.size.y * 0.5f;
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return anchor;
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}
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}
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