lastcontactplayer refactoring

main
Benjamin Kraft 1 year ago
parent 09cf70b9df
commit 918cc41428
  1. 11
      Assets/Scripts/Game/Ball.cs
  2. 4
      Assets/Scripts/Game/Player.cs

@ -6,17 +6,22 @@ using Random = UnityEngine.Random;
namespace Game { namespace Game {
public class Ball : NetworkBehaviour { public class Ball : NetworkBehaviour {
public Rigidbody2D Rb { get; private set; } public Rigidbody2D Rb { get; private set; }
public Player LastContactPlayer { get; private set; }
private CircleCollider2D Collider { get; set; } private CircleCollider2D Collider { get; set; }
public Player LastContactPlayer { get; set; }
public float Radius { public float Radius {
get => transform.localScale.x * Collider.radius; get => transform.localScale.x * Collider.radius;
set => transform.localScale = new Vector3(1, 1, 1) * value * 2; set => transform.localScale = new Vector3(1, 1, 1) * value * 2;
} }
private void OnCollisionEnter2D(Collision2D other) {
if (other.gameObject.TryGetComponent(out Player player))
LastContactPlayer = player;
}
private void Awake() { private void Awake() {
Rb = GetComponent<Rigidbody2D>(); Rb = GetComponent<Rigidbody2D>();
Collider = GetComponent<CircleCollider2D>(); Collider = GetComponent<CircleCollider2D>();

@ -112,10 +112,6 @@ namespace Game {
goingRight = false; goingRight = false;
}; };
} }
private void OnCollisionEnter2D(Collision2D other) {
other.gameObject.GetComponent<Ball>().LastContactPlayer = this;
}
} }
public class RealPlayer : Player { public class RealPlayer : Player {

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