Beispiel #1
0
 // Singleton
 private void Awake()
 {
     if (Instance != null && Instance != this)
     {
         Destroy(this); // Don't Really want to destroy the whole gameobject
         return;
     }
     Instance = this;
 }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        animator      = GameObject.Find("ShotPower").GetComponent <Animator>();
        ballsInMotion = true;

        spinControl = GameObject.Find("cueSpinBallBig").GetComponent <SpinController>();

        cueControllerScript = whiteBallPrefab.GetComponent <CueController>();
        // Disable screen dimming
        Screen.sleepTimeout = SleepTimeout.NeverSleep;


        //cueControllerScript = GameObject.Find ("WhiteBall").GetComponent <CueController> ();
        //16
        balls          = new GameObject[16];
        renderers      = new MeshRenderer[16];
        rigidbodies    = new Rigidbody[16];
        enabledScripts = new LockZPosition[16];

        whiteBallPrefab.transform.tag = "WhiteBall";
        balls[0]          = whiteBallPrefab;
        renderers[0]      = whiteBallPrefab.GetComponent <MeshRenderer>();
        rigidbodies[0]    = whiteBallPrefab.GetComponent <Rigidbody>();
        enabledScripts[0] = whiteBallPrefab.GetComponent <LockZPosition>();

        PoolGameManager.Instance.whiteBall = balls[0];

        Rigidbody rigid = balls[0].GetComponent <Rigidbody>();

        rigid.maxAngularVelocity = 150;
        //		rigid.useConeFriction = false;
        //rigid.collisionDetectionMode = CollisionDetectionMode.Discrete;

        Debug.Log(PoolGameManager.Instance.whiteBall.GetComponent <Rigidbody>().maxAngularVelocity + " MAX ANG");

        float radius  = ballPrefab.GetComponent <SphereCollider>().radius;
        int   counter = 1;
        //5



        List <int> freeI = new List <int>();

        freeI.Add(0);
        freeI.Add(1);
        freeI.Add(1);
        freeI.Add(2);
        freeI.Add(2);
        freeI.Add(3);
        freeI.Add(3);
        freeI.Add(3);
        freeI.Add(3);

        freeI.Add(4);
        freeI.Add(4);
        freeI.Add(4);



        freeI.Add(4);
        freeI.Add(4);
        freeI.Add(2);


        List <int> freeJ = new List <int>();

        freeJ.Add(0);

        freeJ.Add(0);
        freeJ.Add(1);


        freeJ.Add(0);
        freeJ.Add(2);

        freeJ.Add(0);
        freeJ.Add(1);
        freeJ.Add(2);
        freeJ.Add(3);

        freeJ.Add(1);
        freeJ.Add(2);
        freeJ.Add(3);


        freeJ.Add(0);
        freeJ.Add(4);
        freeJ.Add(1);

        Vector3[] positions = new Vector3[15];

        for (int i = 0; i < 5; i++)
        {
            for (int j = 0; j < i + 1; j++)
            {
                GameObject ball = Instantiate(ballPrefab);
                ball.GetComponent <Renderer>().material.SetTexture("_MainTex", texturesArray[counter - 1]);
                ball.transform.tag      = "Ball" + counter.ToString();
                balls[counter]          = ball;
                renderers[counter]      = ball.GetComponent <MeshRenderer>();
                rigidbodies[counter]    = ball.GetComponent <Rigidbody>();
                enabledScripts[counter] = ball.GetComponent <LockZPosition>();

                Rigidbody ballRigidbody = ball.GetComponent <Rigidbody>();


                ballRigidbody.maxAngularVelocity = 150;
                //				ballRigidbody.useConeFriction = false;

                //ballRigidbody.collisionDetectionMode = CollisionDetectionMode.Discrete;

                if (PoolGameManager.Instance.roomOwner)
                {
                    int minus = 4;
                    if (counter > 9)
                    {
                        minus = 1;
                    }

                    int iii = Random.Range(0, freeI.Count - minus);



                    if (counter == 1)
                    {
                        iii = freeI.Count - 3;
                    }
                    else if (counter == 9)
                    {
                        iii = freeI.Count - 2;
                    }
                    else if (counter == 8)
                    {
                        iii = freeI.Count - 1;
                    }

                    float posY = ballPrefab.GetComponent <Rigidbody>().transform.position.y + freeI[iii] * (radius * ballPrefab.transform.localScale.x /*0.325f*/);

                    Vector3 position = ballRigidbody.transform.position;


                    position.x += freeI[iii] * (radius * (ball.transform.localScale.x * 2 * 0.9f) * 1.0f);
                    position.y  = posY - freeJ[iii] * (radius * (ball.transform.localScale.x * 2) * 1.0f);

                    freeI.RemoveAt(iii);
                    freeJ.RemoveAt(iii);

                    ballRigidbody.transform.position = position;
                    positions[counter - 1]           = position;
                }
                else
                {
                    ball.SetActive(false);
                }

                //ball.SetActive (false);


                ballRigidbody.maxAngularVelocity = 150;
                counter++;
                //ballRigidbody.Sleep ();
            }
        }

        PoolGameManager.Instance.balls = balls;

        if (PoolGameManager.Instance.roomOwner)
        {
            Debug.Log("Raise 198");
            if (!PoolGameManager.Instance.offlineMode)
            {
                PhotonNetwork.RaiseEvent(198, positions, true, null);
            }
        }
        else
        {
            for (int i = 0; i < PoolGameManager.Instance.initPositions.Length; i++)
            {
                PoolGameManager.Instance.balls[i + 1].GetComponent <Rigidbody>().transform.position = PoolGameManager.Instance.initPositions[i];
                PoolGameManager.Instance.balls[i + 1].SetActive(true);
            }
        }
    }