IEnumerator ActivatePartyTime() { partyTimeOn = true; ball.ballSpeed *= (1 + ballSpeedIncrease); for (int newBallIndex = 1; newBallIndex <= extraBalls; newBallIndex++) { GameObject extraBall = Instantiate(ball.gameObject, ball.transform.position, Quaternion.identity); Vector2 trajectoryTweak = new Vector2( UnityEngine.Random.Range(-launchAngleOffset, launchAngleOffset), UnityEngine.Random.Range(-launchAngleOffset, launchAngleOffset)); extraBall.GetComponent <Rigidbody2D>().AddForce(trajectoryTweak); } yield return(new WaitUntil(() => partyTimeOn == false)); ball = FindObjectOfType <Ball>(); ballTrail = ball.GetComponentInChildren <TrailColor>(); ball.ballSpeed /= (1 + ballSpeedIncrease); powerOn = false; }
void Start() { ball = FindObjectOfType <Ball>(); ballTrail = ball.GetComponentInChildren <TrailColor>(); displayPower = FindObjectOfType <DisplayPowerCount>(); }