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m_LocalPosition: {x: 0, y: 0, z: 0} + m_LocalPosition: {x: 0, y: 21, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] @@ -650,8 +603,8 @@ EdgeCollider2D: m_Offset: {x: 0, y: 0} m_EdgeRadius: 0 m_Points: - - {x: -10, y: 15} - - {x: 10, y: 15} + - {x: -12.6, y: 0} + - {x: 12.6, y: 0} m_AdjacentStartPoint: {x: 0, y: 0} m_AdjacentEndPoint: {x: 0, y: 0} m_UseAdjacentStartPoint: 0 diff --git a/Assets/Scripts/BorderSize.cs b/Assets/Scripts/BorderSize.cs deleted file mode 100644 index bfe5b72..0000000 --- a/Assets/Scripts/BorderSize.cs +++ /dev/null @@ -1,37 +0,0 @@ -using System; -using JetBrains.Annotations; -using UnityEngine; - -[ExecuteInEditMode] -public class BorderSize : MonoBehaviour { - public float x1, x2, y1, y2; - - private EdgeCollider2D top, bottom, left, right; - public Transform playGround; - - public static BorderSize Singleton; - - public Vector2 Size => new(x2 - x1, y2 - y1); - - private void OnEnable() { - Singleton = this; - top = transform.Find("Top").GetComponent(); - bottom = transform.Find("Bottom").GetComponent(); - left = transform.Find("Left").GetComponent(); - right = transform.Find("Right").GetComponent(); - } - - private void Update() { - Vector2 v1 = new Vector2(x1, y2); - Vector2 v2 = new Vector2(x2, y2); - Vector2 v3 = new Vector2(x1, y1); - Vector2 v4 = new Vector2(x2, y1); - top.points = new[] {v1, v2}; - bottom.points = new[] {v3, v4}; - left.points = new[] {v1, v3}; - right.points = new[] {v2, v4}; - - playGround.localPosition = new Vector3((x1 + x2) / 2, (y1 + y2) / 2, 0); - playGround.localScale = Size; - } -} diff --git a/Assets/Scripts/DeathGate.cs b/Assets/Scripts/DeathGate.cs new file mode 100644 index 0000000..455ce41 --- /dev/null +++ b/Assets/Scripts/DeathGate.cs @@ -0,0 +1,5 @@ +using UnityEngine; + +public class DeathGate : MonoBehaviour { + +} diff --git a/Assets/Scripts/DeathGate.cs.meta b/Assets/Scripts/DeathGate.cs.meta new file mode 100644 index 0000000..cc4fd9f --- /dev/null +++ b/Assets/Scripts/DeathGate.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 2e929ccd8ac04a4fb91c00bda3b16bb5 +timeCreated: 1681122995 \ No newline at end of file diff --git a/Assets/Scripts/Dimensions.cs b/Assets/Scripts/Dimensions.cs new file mode 100644 index 0000000..96ba813 --- /dev/null +++ b/Assets/Scripts/Dimensions.cs @@ -0,0 +1,60 @@ +using UnityEngine; + +[ExecuteInEditMode] +public class Dimensions : MonoBehaviour { + [Tooltip("How much height for player panels")] + public float panelHeightPercentage; + [Tooltip("How much height is the empty space between board and death zone")] + public float emptySpacePercentage; + [Tooltip("Aspect ratio of the playground")] + public float playGroundAspect; + + public Camera mainCamera; + public EdgeCollider2D topC, bottomC, leftC, rightC; + public Transform playGround; + + public static Dimensions Singleton; + private void OnEnable() { + Singleton = this; + } + + public float top, bottom, left, right; + public float boardTop, boardBottom; + + public float Width => right * 2; + public float Height => top * 2; + + private void Update() { + float height = mainCamera.orthographicSize * 2; + float panelHeight = height * panelHeightPercentage / 100f; + float playGroundHeight = height - 2 * panelHeight; + float playGroundWidth = playGroundHeight * playGroundAspect; + float emptySpaceHeight = playGroundHeight * emptySpacePercentage / 100f; + + top = playGroundHeight / 2; + bottom = -top; + right = playGroundWidth / 2; + left = -right; + + boardTop = top - emptySpaceHeight; + boardBottom = -boardTop; + + Vector2 v1 = new Vector2(left, 0); + Vector2 v2 = new Vector2(right, 0); + Vector2 v3 = new Vector2(0, top); + Vector2 v4 = new Vector2(0, bottom); + + topC.transform.position = new Vector2(0, top); + bottomC.transform.position = new Vector2(0, bottom); + leftC.transform.position = new Vector2(left, 0); + rightC.transform.position = new Vector2(right, 0); + topC.points = new[] {v1, v2}; + bottomC.points = new[] {v1, v2}; + leftC.points = new[] {v3, v4}; + rightC.points = new[] {v3, v4}; + + playGround.localScale = new Vector2(playGroundWidth, playGroundHeight); + + // backGround.localPosition = new Vector3(); + } +} diff --git a/Assets/Scripts/BorderSize.cs.meta b/Assets/Scripts/Dimensions.cs.meta similarity index 100% rename from Assets/Scripts/BorderSize.cs.meta rename to Assets/Scripts/Dimensions.cs.meta diff --git a/Assets/Scripts/Game/AIPlayer.cs b/Assets/Scripts/Game/AIPlayer.cs index a95eeb1..f58fd56 100644 --- a/Assets/Scripts/Game/AIPlayer.cs +++ b/Assets/Scripts/Game/AIPlayer.cs @@ -77,8 +77,9 @@ namespace Game { private float Simulate(Vector2 origin, Vector2 velocity, float radius, float secondsLeft, float secondsUsed, out bool ignore) { ignore = false; - Vector2 validAreaOrigin = new Vector2(BorderSize.Singleton.x1, BorderSize.Singleton.y1) + new Vector2(radius, radius); - Vector2 validAreaSize = BorderSize.Singleton.Size - new Vector2(radius, radius) * 2; + Vector2 r = new Vector2(radius, radius); + Vector2 validAreaOrigin = new Vector2(Dimensions.Singleton.left, Dimensions.Singleton.boardBottom) + r; + Vector2 validAreaSize = new Vector2(Dimensions.Singleton.Width, Dimensions.Singleton.boardTop * 2) - r * 2; Rect area = new Rect(validAreaOrigin, validAreaSize); // Try to follow this line from origin -> end @@ -163,8 +164,9 @@ namespace Game { } private float currentSmoothV; + private const float SmoothTime = 0.2f; private void ApproachPosition(float pos) { - float result = Mathf.SmoothDamp(X, pos, ref currentSmoothV, .4f, Speed); + float result = Mathf.SmoothDamp(X, pos, ref currentSmoothV, SmoothTime, Speed); transform.position = new Vector2(result, Y); ClampInsideBorders(); } diff --git a/Assets/Scripts/Game/Ball.cs b/Assets/Scripts/Game/Ball.cs index 610d82e..699d7af 100644 --- a/Assets/Scripts/Game/Ball.cs +++ b/Assets/Scripts/Game/Ball.cs @@ -27,7 +27,7 @@ namespace Game { private void FixedUpdate() { //TODO remove this and use triggers for death zone - if (Rb.position.y > BorderSize.Singleton.y2 || Rb.position.y < BorderSize.Singleton.y1) { + if (Rb.position.y > Dimensions.Singleton.top || Rb.position.y < Dimensions.Singleton.bottom) { IsAlive = false; } } diff --git a/Assets/Scripts/Game/Player.cs b/Assets/Scripts/Game/Player.cs index 69d2878..4324700 100644 --- a/Assets/Scripts/Game/Player.cs +++ b/Assets/Scripts/Game/Player.cs @@ -19,7 +19,7 @@ namespace Game { protected float Speed => 15; // Unit distance from zero - protected float Border => 10; + protected float Border => Dimensions.Singleton.Width / 2; private SpeedModification speedModification; private BorderModification borderModification; @@ -49,8 +49,8 @@ namespace Game { private void Start() { float y = Side switch { - Side.Bottom => BorderSize.Singleton.y1, - Side.Top => BorderSize.Singleton.y2, + Side.Bottom => Dimensions.Singleton.boardBottom, + Side.Top => Dimensions.Singleton.boardTop, _ => throw new ArgumentOutOfRangeException() }; transform.position = new Vector2(0, y); diff --git a/Assets/Sprites/9-Sliced.png b/Assets/Sprites/9-Sliced.png new file mode 100644 index 0000000..2be688f Binary files /dev/null and b/Assets/Sprites/9-Sliced.png differ diff --git a/Assets/Sprites/9-Sliced.png.meta b/Assets/Sprites/9-Sliced.png.meta new file mode 100644 index 0000000..2efc625 --- /dev/null +++ b/Assets/Sprites/9-Sliced.png.meta @@ -0,0 +1,159 @@ +fileFormatVersion: 2 +guid: 8348a89b795c4983db31cc6a4e90ad75 +TextureImporter: + internalIDToNameTable: + - 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