Restructure animations

This commit is contained in:
RochesterX
2025-01-17 12:05:54 -05:00
parent 79e3d3f301
commit 5facf8c6d3
14 changed files with 557 additions and 153 deletions

View File

@@ -6,18 +6,37 @@ public class PongPaddleBehavior : MonoBehaviour
public float speed = 5f;
public bool isPlayer1 = true;
private InputAction move;
[SerializeField] private InputActionAsset move;
private Rigidbody2D rb;
private void Start()
{
move = isPlayer1 ? InputSystem.actions.FindAction("Player 1 Move") : InputSystem.actions.FindAction("Player 2 Move");
rb = GetComponent<Rigidbody2D>();
}
private void FixedUpdate()
{
float direction = move.ReadValue<Vector2>().y;
if (!isPlayer1)
{
Transform ball = FindFirstObjectByType<PongBallBehavior>().transform;
RaycastHit2D[] hits = Physics2D.RaycastAll(ball.position, ball.GetComponent<Rigidbody2D>().linearVelocity, Mathf.Infinity, LayerMask.GetMask("Pong Goal"));
Debug.DrawRay(ball.position, ball.GetComponent<Rigidbody2D>().linearVelocity * 1000f, Color.red);
foreach(RaycastHit2D hit in hits)
{
if (hit.collider.gameObject.CompareTag("Pong Goal"))
{
print("Hit");
float dir = transform.position.y - hit.point.y > 0 ? 1 : -1;
rb.linearVelocityY = dir * speed * Time.fixedDeltaTime;
}
}
return;
}
float direction = move.FindAction("Move").ReadValue<Vector2>().y;
if (transform.position.y >= 4 && direction > 0 || transform.position.y <= -4 && direction < 0)
{
direction = 0;