Files
Fruitomation/Assets/Scripts/GameCursor.cs
2026-03-30 18:16:20 +01:00

79 lines
2.5 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace Fruitomation
{
public class GameCursor : MonoBehaviour
{
[Header("References")]
[SerializeField] private Camera ActiveCamera;
[SerializeField] private CircleCollider2D CursorCollider;
[SerializeField] private RectTransform RectTransform;
private readonly ContactFilter2D ContactFilter = new();
private readonly List<Collider2D> Colliders = new();
private float CurrentMouseClickStrength;
private float StartOfMouseClick;
private void UpdatePosition()
{
Ray ray = ActiveCamera.ScreenPointToRay(Input.mousePosition);
float t = -ray.origin.z / ray.direction.z;
Vector2 position = ray.origin + t * ray.direction;
transform.position = position;
}
private void UpdateMouseState()
{
const float MIN_STRENGTH = 0.5f;
if (Input.GetMouseButtonUp(0))
{
CurrentMouseClickStrength = MIN_STRENGTH;
CursorCollider.radius = CurrentMouseClickStrength * 30f;
Physics2D.OverlapCollider(CursorCollider, ContactFilter, Colliders);
foreach (Collider2D col in Colliders)
{
if (col.transform.name == "Sprite")
{
FruitBehaviour fruit = col.GetComponentInParent<FruitBehaviour>();
Debug.Assert(fruit != null, "Couldn't find FruitBehaviour");
fruit.TriggerDestruction();
}
}
}
if (Input.GetMouseButton(0))
{
if (Input.GetMouseButtonDown(0))
{
StartOfMouseClick = Time.time;
CurrentMouseClickStrength = MIN_STRENGTH;
return;
}
CurrentMouseClickStrength = Time.time - StartOfMouseClick;
CurrentMouseClickStrength = Mathf.Clamp(CurrentMouseClickStrength, MIN_STRENGTH, 1.7f);
}
else
{
CurrentMouseClickStrength = MIN_STRENGTH;
}
}
private void Update()
{
UpdateMouseState();
UpdatePosition();
RectTransform.localScale = new Vector3(CurrentMouseClickStrength, CurrentMouseClickStrength, 1f);
}
}
}