using System.Collections; using UnityEngine; [RequireComponent(typeof(CapsuleCollider))] public class Hole : MonoBehaviour { [Header("Nastavení")] [Tooltip("Poloměr zachycení – do kolika jednotek od středu se item 'vtáhne'")] public float catchRadius = 0.6f; [Tooltip("Síla vtahování itemu k díře")] public float pullForce = 4f; [Header("Vizuál")] public Renderer glowRenderer; private Vector3 startPosition; private bool isGlowing = false; void Awake() { startPosition = transform.position; CircleCollider2D col = GetComponent(); if (col != null) { col.isTrigger = true; col.radius = catchRadius; } } void Update() { } void OnTriggerStay(Collider other) { Debug.Log($"Trigger stay with: {other.gameObject.name}"); DraggableObject draggable = other.GetComponent(); if (draggable == null) return; Debug.Log($"Draggable object detected: {other.gameObject.name}"); float dist = Vector3.Distance(transform.position, other.transform.position); Rigidbody rb = other.GetComponent(); if (rb != null) { Debug.Log($"Rigidbody detected: {other.gameObject.name}, distance: {dist}"); Vector3 dir = (transform.position - rb.position).normalized; rb.AddForce(dir * pullForce * Time.fixedDeltaTime, ForceMode.Impulse); } if (dist < catchRadius * 0.4f) { draggable.OnScored(); SetGlow(false); } } void OnTriggerEnter(Collider other) { Debug.Log($"Collider entered: {other.gameObject.name}"); if (other.GetComponent() != null) SetGlow(true); } void OnTriggerExit(Collider other) { Debug.Log($"Collider exited: {other.gameObject.name}"); if (other.GetComponent() != null) SetGlow(false); } void SetGlow(bool active) { Debug.Log($"SetGlow: {active}"); isGlowing = active; if (glowRenderer == null) return; glowRenderer.enabled = active; if (active) StartCoroutine(PulseGlow()); } IEnumerator PulseGlow() { while (isGlowing && glowRenderer != null) { float t = Mathf.PingPong(Time.time * 3f, 1f); Color c = glowRenderer.sharedMaterial.color; glowRenderer.sharedMaterial.color = new Color(c.r, c.g, c.b, Mathf.Lerp(0.3f, 0.9f, t)); yield return null; } } void OnDrawGizmosSelected() { Gizmos.color = Color.green; Gizmos.DrawWireSphere(transform.position, catchRadius); Gizmos.color = Color.yellow; Gizmos.DrawWireSphere(transform.position, catchRadius * 0.4f); } }