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Ice ball game done!
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gitgiter committed Jun 23, 2018
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78 changes: 78 additions & 0 deletions homework10/IceBall/Assets/Ball.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Ball : MonoBehaviour {

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {
var speed = GetComponent<Rigidbody>().velocity;
//Debug.Log("speed: " + speed);

//如果没有碰到上下边界,操作待扩展
if (transform.position.z > -6 && transform.position.z < 6)
{
//transform.Translate(new Vector3(0, 0, speed.z));
}
//碰到上下边界
else
{
//碰到门,更改比分,重置球位置
if (transform.position.x > -1.5 && transform.position.x < 1.5)
{
var score = GetComponent<Score>();
Debug.Log(score);

if (transform.position.z > 0)
score.HostWin();
else score.ClientWin();

transform.position = Vector3.zero;
GetComponent<Rigidbody>().velocity = Vector3.zero;
}
//z轴速度反向
else
{
speed.z = -speed.z;
GetComponent<Rigidbody>().velocity = speed;
Debug.Log("up down bound speed: " + speed);
}
}

//如果没有碰到左右边界,操作待扩展
if (transform.position.x > -3.5 && transform.position.x < 3.5)
{
//transform.Translate(new Vector3(speed.x, 0, 0));
}
//碰到左右边界,x轴速度反向
else
{
speed.x = -speed.x;
GetComponent<Rigidbody>().velocity = speed;
Debug.Log("left right bound speed:" + speed);
}

//速度衰减
//speed *= 0.999f;
//GetComponent<Rigidbody>().velocity = speed;
}

void OnCollisionEnter(Collision collision)
{
var hit = collision.gameObject;
var hitPlayer = hit.GetComponent<PlayerMove>();

if (hitPlayer != null)
{
var ballRigid = GetComponent<Rigidbody>();
Debug.Log("velocity: " + ballRigid.velocity);
//适当加速
//ballRigid.velocity *= 2;
}
}
}
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