Beispiel #1
0
 void OnCollisionEnter2D(Collision2D collision)
 {
     if (collision.gameObject.name == "player")
     {
         gameManager.AddLife();
         soundManager.PlayPowerUp();
         powerUpManager.DestroyPowerUp(gameObject);
     }
 }
Beispiel #2
0
    void Update()
    {
        var temp = transform.position;

        if (temp.y < 0)
        {
            powerUpManager.DestroyPowerUp(gameObject);
        }
        else
        {
            temp.y            -= speed * Time.deltaTime;
            transform.position = temp;
        }
    }
Beispiel #3
0
    private IEnumerator SpawnPowerUpRoutine()
    {
        while (!_gameOver)
        {
            yield return(new WaitForSeconds(Random.Range(powerUpSpawnMinTimer, powerUpSpawnMaxTimer)));

            if (!_gameOver)
            {
                powerUpManager.SpawnPowerUp();
            }
        }

        powerUpManager.DestroyPowerUp();
    }
    void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.gameObject.name == "player")
        {
            var balls = GameObject.FindGameObjectsWithTag("Ball");
            foreach (var ball in balls)
            {
                CopyBall(ball, new Vector2(0, 1).normalized);
                CopyBall(ball, new Vector2(1, 1).normalized);
            }

            soundManager.PlayPowerUp();
            powerUpManager.DestroyPowerUp(gameObject);
        }
    }
Beispiel #5
0
 public void UnsetPowerUp()
 {
     if (active)
     {
         foreach (var ball in balls)
         {
             if (ball != null)
             {
                 var ballMove = ball.GetComponent <Ball_move>();
                 ballMove.NoStickMode();
             }
         }
     }
     powerUpManager.DestroyPowerUp(gameObject);
     active = false;
 }
Beispiel #6
0
 public void UnsetPowerUp()
 {
     player.GetComponent <mover>().UnsetShortMode();
     powerUpManager.DestroyPowerUp(gameObject);
     active = false;
 }
Beispiel #7
0
 public void UnsetPowerUp()
 {
     player.GetComponent <Animator>().SetBool("Projectile", false);
     powerUpManager.DestroyPowerUp(gameObject);
     active = false;
 }