Beispiel #1
0
    public void CheckForPowerUp(ColliderCommon ballColliderCommon, ColliderCommon carColliderCommon, Transform ballPosition, Transform ball)
    {
        if ((ballColliderCommon.PowerUpTaken || carColliderCommon.PowerUpTaken) && !isPowerActive)
        {
            // Behaviours can be increased in future and if it is increase enum can be used instead of string
            if (ballColliderCommon.PowerUpName == "CircleBallPower" || carColliderCommon.PowerUpName == "CircleBallPower")
            {
                powerUpBehaviours = new CircleBallPowerUp(ball, this.transform, ballPosition);
                isPowerActive     = true;
            }
        }

        if (isPowerActive)
        {
            powerUpBehaviours.PowerUp();

            if ((ballColliderCommon.PowerUpFinished || carColliderCommon.PowerUpFinished))
            {
                powerUpBehaviours.FinishBehaviour();
                powerUpBehaviours = null;

                ballColliderCommon.PowerUpFinished = false;
                carColliderCommon.PowerUpFinished  = false;

                isPowerActive = false;

                ball.GetComponent <BallManager>().enabled = true;
            }
        }
    }
Beispiel #2
0
    private void Awake()
    {
        powerUpSpawnManager = GameObject.FindGameObjectWithTag("PowerUpSpawnManager").GetComponent <PowerUpSpawnManager>();

        colliderCommonBall = GameObject.FindGameObjectWithTag("Ball").GetComponent <ColliderCommon>();
        colliderCommonCar  = GameObject.FindGameObjectWithTag("Car").GetComponent <ColliderCommon>();

        powerUpTaken = false;
    }
Beispiel #3
0
    private void Awake()
    {
        colliderCommon = GetComponent <ColliderCommon>();

        if (isThisAIBall)
        {
            enemyTag = "Car";
        }
        else
        {
            enemyTag = "AICar";
        }
    }
Beispiel #4
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    private void Start()
    {
        movement           = GetComponent <CarMovement>();
        driftLine          = GetComponent <CarDriftLine>();
        carDriftDust       = GetComponent <CarDriftDust>();
        carColliderCommon  = GetComponent <ColliderCommon>();
        ballColliderCommon = ball.GetComponent <ColliderCommon>();
        carPowerUpControl  = GetComponent <CarPowerUpControl>();

        InitializeTempDistance();

        aIState = AIStates.None;

        FindAllCarsExceptThis();
    }
Beispiel #5
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    private void Awake()
    {
        movement          = GetComponent <CarMovement>();
        driftLine         = GetComponent <CarDriftLine>();
        carColliderCommon = GetComponent <ColliderCommon>();
        ball               = GameObject.FindGameObjectWithTag("Ball").transform;
        ballPosition       = GameObject.FindGameObjectWithTag("BallPosition").transform;
        ballColliderCommon = ball.GetComponent <ColliderCommon>();
        carDriftDust       = GetComponent <CarDriftDust>();
        animator           = GetComponent <Animator>();
        carPowerUpControl  = GetComponent <CarPowerUpControl>();

        carDirection = CarDirection.None;

        isAlive = true;
    }
Beispiel #6
0
 private void Awake()
 {
     colliderCommon = GetComponent <ColliderCommon>();
 }