I am trying to replicate a shooter from any bubble shooter. Dotted line that the bubble will follow.
What I am trying to do is, create a dotted line that bounces (reflects) when getting close the camera limits. Also, to stop creating more dots when Hit with a Bubble.
The line so far bounces, but not correctly (see corners). Also, it does not stop when hit with a Bubble (blue dot).
private void DrawPoints() {
bool hasReversed = false;
bool reversedLeft = false;
var leftEdge = mainCamera.ScreenToWorldPoint(new Vector3(0, 0, 0));
var rightEdge = mainCamera.ScreenToWorldPoint(new Vector3(Screen.width, 0, 0));
var normalDir = shootDir.normalized;
int count = 0;
for (var i = 0; i < dots.Count; i++) {
var dot = dots[i];
dot.GetComponent<SpriteRenderer>().color = color;
var newPos = new Vector2(normalDir.x, normalDir.y) * i * DotGap;
if (hasReversed) {
newPos.x += reversedLeft ? (-rightEdge.x + Constants.BubbleRadius/2) * 2 * count : (rightEdge.x - Constants.BubbleRadius/2) * 2 * count;
//newPos.x += reversedLeft ? (-rightEdge.x + Constants.BubbleRadius) * 2 : (rightEdge.x - Constants.BubbleRadius) * 2;
}
//newPos += normalDir * delta;
dot.transform.localPosition = newPos;
RaycastHit2D hit = Physics2D.Raycast(newPos, shootDir);
if (hit.collider != null) {
float distance = Vector2.Distance(hit.transform.position, newPos);
if (distance < Constants.WhiteCircleRadius + Constants.BubbleRadius) {
dot.SetActive(false);
Debug.Log("Found!: " + distance + " " + hit.collider.name);
break;
} else {
dot.SetActive(true);
}
}
if (dot.transform.localPosition.x <= leftEdge.x + Constants.BubbleRadius) {
hasReversed = true;
reversedLeft = true;
normalDir = Vector2.Reflect(normalDir, Vector2.left);
count++;
}
else if (dot.transform.localPosition.x >= rightEdge.x - Constants.BubbleRadius) {
hasReversed = true;
reversedLeft = false;
normalDir = Vector2.Reflect(normalDir, Vector2.right);
count++;
}
}
}
The image as follows: The red dot is the pivot (start of the dotted line). The blue dot, is a bubble.
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