/// <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]; } }
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); } }
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); } }
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; }
void Awake() { paddleBeh = GetComponent <PaddleBehaviour>(); if (gameObject.name.Contains("P1")) { playerAxis = "Vertical_P1"; } else if (gameObject.name.Contains("P2")) { playerAxis = "Vertical_P2"; } }
// 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); } }
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); } }
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"); }
private void Awake() { paddle = GetComponent <PaddleBehaviour>(); playerAxis = transform.position.x < 0 ? "Vertical" : "Vertical2"; }