public void Reset(bool isNewGame) { // Move the Rigidbody Body.isKinematic = true; transform.position = SyncedInfo.StartingPosition; Body.velocity = Vector3.zero; Body.isKinematic = false; // Setup the next game if (isNewGame == true) { SyncedInfo.SetupNextGame(); } }
void Update() { if ((Input.GetMouseButtonDown(0) == true) && (CanMove == true)) { // Calculate the direction to move Vector3 direction = MoveCursor.Instance.transform.position - transform.position; NormalizeDirection(ref direction); #if SERVER // If the server, just move the ball directly Move(direction, false); #else if (MenuCollection.Instance != null) { if (MenuCollection.Settings.CurrentEnergy > 0) { // If the client, send to the database the direction you've entered SyncedInfo.QueueDirection(direction); MenuCollection.Settings.CurrentEnergy -= 1; if (MenuCollection.Instance.CurrentState == MenuCollection.MenuState.Controls) { MenuCollection.Instance.CurrentState = MenuCollection.MenuState.Congrats; } else if (((MenuCollection.Settings.SeenTutorial & AddPower.TutorialFlags.LowEnergy) == 0) && (MenuCollection.Settings.CurrentEnergy < (AddPower.MaxEnergy / 2)) && (MenuCollection.Instance.CurrentState == MenuCollection.MenuState.Playing)) { // Check if we're half-way through the energy, and haven't seen the tutorial yet MenuCollection.Instance.CurrentState = MenuCollection.MenuState.LowEnergy; } } else if (MenuCollection.Instance.CurrentState == MenuCollection.MenuState.Playing) { MenuCollection.Instance.CurrentState = MenuCollection.MenuState.NoEnergy; } } #endif } }