/// <summary>
    /// Override this method if you want to customize paddle spawning
    /// </summary>
    protected virtual void spawnPaddles()
    {
        // Paddle 1 - Positioned on the left

        ulong clientId = NetworkingManager.Singleton.ConnectedClientsList[0].ClientId;

        leftPaddle = Instantiate(paddlePrefab, Vector3.zero, Quaternion.identity);
        leftPaddle.GetComponent <NetworkedObject>().SpawnWithOwnership(clientId);
        leftPaddle.init(true);
        leftName = network.getConnectedPlayerNames()[clientId];

        if (useBot)
        {
            // Bot - Positioned on the right
            rightPaddle = Instantiate(paddlePrefab);
            rightPaddle.GetComponent <NetworkedObject>().Spawn();
            rightPaddle.setupBot();
            rightPaddle.init(false);
            rightName = "Bot";
        }
        else
        {
            // Paddle 2 - Positioned on the right
            clientId    = NetworkingManager.Singleton.ConnectedClientsList[1].ClientId;
            rightPaddle = Instantiate(paddlePrefab, Vector3.zero, Quaternion.identity);
            rightPaddle.GetComponent <NetworkedObject>().SpawnWithOwnership(clientId);
            rightPaddle.init(false);
            rightName = network.getConnectedPlayerNames()[clientId];
        }
    }
Beispiel #2
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    void OnTriggerEnter(Collider other)
    {
        PaddleBehaviour paddle = other.GetComponent <PaddleBehaviour> ();

        if (paddle != null && !GameObject.Find("Ball").GetComponent <BallBehaviour> ().lose&& !collide)
        {
            Instantiate(upgrade, transform.position, Quaternion.identity);
            Instantiate(redLight, transform.position, Quaternion.Euler(-64, 29, 107));
            paddle.score += value;

            gameObject.transform.position = new Vector3(14.7f, 5.8f, 0);
            rigid.velocity   = new Vector3(0, 0, 0);
            rigid.useGravity = false;
            gameObject.tag   = "Rage Active";

            Time.timeScale     = 0.7f;
            paddle.paddleSpeed = paddle.paddleSpeed * 10 / 7;
            collide            = true;
        }
        if (other.GetComponent <DeadZone> () && !collide)
        {
            collide        = true;
            gameObject.tag = "Untagged";
            Destroy(gameObject, 1f);
        }
    }
Beispiel #3
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    void OnTriggerEnter(Collider other)
    {
        PaddleBehaviour paddle = other.GetComponent <PaddleBehaviour> ();

        if (paddle != null && !GameObject.Find("Ball").GetComponent <BallBehaviour> ().lose&& !collide)
        {
            Instantiate(upgrade, other.transform.position, Quaternion.identity);
            paddle.score += value;
            // to make it look like currently active effects
            gameObject.transform.position = new Vector3(-12.9f, 5.8f, 0);
            rigid.velocity   = new Vector3(0, 0, 0);
            rigid.useGravity = false;
            gameObject.tag   = "Paddle Up Active";

            paddle.paddleUp             = true;
            paddle.paddleUpSpeedMod     = 4f / 7f;
            paddle.transform.localScale = new Vector3(3.5f, 0.5f, 0.5f);
            collide = true;
        }
        else if (other.GetComponent <DeadZone> () && !collide)
        {
            collide        = true;
            gameObject.tag = "Untagged";
            Destroy(gameObject, 1f);
        }
    }
Beispiel #4
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    private void Awake()
    {
        paddle = GetComponent <PaddleBehaviour>();
        GameObject ballObject = GameObject.Find("Ball");

        if (ballObject == null)
        {
            Debug.Log("There is no ball object named 'Ball'");
            return;
        }
        ballTransform = ballObject.transform;
    }
Beispiel #5
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 void Awake()
 {
     paddleBeh = GetComponent <PaddleBehaviour>();
     if (gameObject.name.Contains("P1"))
     {
         playerAxis = "Vertical_P1";
     }
     else if (gameObject.name.Contains("P2"))
     {
         playerAxis = "Vertical_P2";
     }
 }
Beispiel #6
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    // Add coin to score and then destroy
    // when the coin touches the paddle
    void OnTriggerEnter(Collider other)
    {
        PaddleBehaviour paddle = other.GetComponent <PaddleBehaviour> ();

        if (paddle != null && !GameObject.Find("Ball").GetComponent <BallBehaviour> ().lose)
        {
            Destroy(gameObject);
            paddle.score += value;
        }
        if (other.GetComponent <DeadZone> ())
        {
            gameObject.tag = "Untagged";
            Destroy(gameObject, 0.4f);
        }
    }
Beispiel #7
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    public ParticleBehaviour upgrade;     // particle animation used after power up is picked

    void OnTriggerEnter(Collider other)
    {
        PaddleBehaviour paddle = other.GetComponent <PaddleBehaviour> ();

        if (paddle != null && !GameObject.Find("Ball").GetComponent <BallBehaviour> ().lose)
        {
            paddle.score += value;
            Destroy(gameObject);
            Instantiate(fireball, transform.position, Quaternion.identity);
            Instantiate(upgrade, transform.position, Quaternion.identity);
        }
        if (other.GetComponent <DeadZone> ())
        {
            gameObject.tag = "Untagged";
            Destroy(gameObject, 1f);
        }
    }
Beispiel #8
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    private XmlDocument myLevelSave; // XML Doc for saving.
#endif


    // Initialize (MonoSingleton)
    public override void Init()
    {
        paddle = paddleObject.GetComponent <PaddleBehaviour>();

        GameObject _gameSetup;

        if (GameObject.FindGameObjectWithTag("GameSetup") == null)
        {
            _gameSetup = GameObject.Instantiate(gameSetupPrefab, Vector3.zero, Quaternion.identity) as GameObject;
        }
        else
        {
            _gameSetup = GameObject.FindGameObjectWithTag("GameSetup");
        }
        gameSetup  = _gameSetup.GetComponent <GameSetup>();
        brickTheme = gameSetup.brickThemes[1]; // Just do grayscale as default and let it switch to color.

        // Delete prefs.
        //PlayerPrefs.DeleteAll();
    }
    //-----------------------------------------------
    // Spawning
    //-----------------------------------------------

    // Override this method to change which prefabs are spawned
    protected virtual void getPrefabs()
    {
        paddlePrefab = Network.GetPrefab <PaddleBehaviour>("BasePaddle");
        ballPrefab   = Network.GetPrefab <BallBehaviour>("BaseBall");
    }
Beispiel #10
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 private void Awake()
 {
     paddle     = GetComponent <PaddleBehaviour>();
     playerAxis = transform.position.x < 0 ? "Vertical" : "Vertical2";
 }