- Experience dynamic physics interactions, touch-based controls, and an engaging game loop. Explore features like drag-and-release mechanics, continuous ball spawning, and device-friendly design for various resolutions.
- Dinamik fizik etkileşimleri, dokunma tabanlı kontroller ve etkileyici bir oyun döngüsü deneyimi yaşayın. Sürükle ve bırak mekaniği, sürekli top oluşturma gibi özellikleri keşfedin ve çeşitli çözünürlükler için cihaz dostu tasarımıyla etkileşimde bulunun.
- Dynamic ball responding to gravity
- Touchscreen input with coordinate tracking
- Drag-and-release mechanics for launching
- Continuous game loop with seamless ball spawning
- Device-friendly gameplay on various resolutions using Cinemachine
- Yerçekimine tepki veren dinamik top
- Dokunmatik ekran girişi ve koordinat takibi
- Sürükle ve bırak mekaniği ile fırlatma
- Aralıksız oyun döngüsü ve kesintisiz top üretimi
- Cinemachine kullanarak çeşitli çözünürlüklerde cihaz dostu oyun deneyimi
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
namespace YourNamespace // Replace "YourNamespace" with your desired namespace name
{
public class BallHandler : MonoBehaviour
{
[SerializeField] private GameObject ballPrefab;
[SerializeField] private Rigidbody2D pivot;
[SerializeField] private float DetachDelay;
[SerializeField] private float respawnDelay;
private Rigidbody2D currentBallRigidbody;
private SpringJoint2D currentBallSprintJoint;
private Camera mainCamera;
private bool isDragging;
// Start is called before the first frame update
void Start()
{
mainCamera = Camera.main;
SpawnNewBall();
}
// Update is called once per frame
void Update()
{
if(currentBallRigidbody == null)
{
return;
}
if(!Touchscreen.current.primaryTouch.press.isPressed)
{
if(isDragging)
{
LaunchBall();
}
isDragging = false;
return;
}
isDragging = true;
currentBallRigidbody.isKinematic = true;
Vector2 touchPosition = Touchscreen.current.primaryTouch.position.ReadValue();
Vector3 worldPosition = mainCamera.ScreenToWorldPoint(touchPosition);
currentBallRigidbody.position = worldPosition;
}
private void SpawnNewBall()
{
GameObject ballInstance = Instantiate(ballPrefab, pivot.position, Quaternion.identity);
currentBallRigidbody = ballInstance.GetComponent<Rigidbody2D>();
currentBallSprintJoint = ballInstance.GetComponent<SpringJoint2D>();
currentBallSprintJoint.connectedBody = pivot;
}
private void LaunchBall()
{
currentBallRigidbody.isKinematic = false;
currentBallRigidbody = null;
Invoke(nameof(DetachBall), DetachDelay);
}
private void DetachBall()
{
currentBallSprintJoint.enabled = false;
currentBallSprintJoint = null;
Invoke(nameof(SpawnNewBall), respawnDelay);
}
}
}