public static void CollisionBallBar(ref ball gameBall, int characterX, int characterY) { if (gameBall.y == 22 && gameBall.x >= characterX && gameBall.x <= characterX + BAR_WIDTH) { gameBall.yDirection = (sbyte)-gameBall.yDirection; switch (gameBall.x - characterX) { case 0: gameBall.xDirection = -1; gameBall.xAngle = -2; break; case 1: gameBall.xDirection = -1; gameBall.xAngle = -1; break; case 2: gameBall.xDirection = 0; gameBall.xAngle = 0; break; case 3: gameBall.xDirection = 1; gameBall.xAngle = 1; break; case 4: gameBall.xDirection = 1; gameBall.xAngle = 2; break; } } }
// Use this for initialization void Start() { isNotActive = false; ball = FindObjectOfType <ball>(); gamePad = FindObjectOfType <GamePad>(); tempIndex = gamePad.index; }
// Creating the Ball and it's movement private void Ball() { ball Ball = new ball(); xball = Ball.MoveHorizontal(xball, ballright, ballleft, extrahorvelball); yball = Ball.MoveVertical(yball, ballup, balldown, extravervelball); }
void CreateNewBall() { ball[] b = transform.GetComponentsInChildren <ball>(); for (int i = 0; i < b.Length; i++) { DestroyImmediate(b[i].gameObject); } m_collider = GetComponent <BoxCollider>(); m_Balls = new List <ball>(); float space = GameMgr.instance.CreateBallSpace; GameObject prefab = BallPoolMgr.instance.BallPrefab; for (int i = 0; i < XCount; i++) { for (int j = 0; j < YCount; j++) { for (int k = 0; k < HCount; k++) { GameObject obj = Instantiate(prefab, transform); ball ball = obj.GetComponent <ball>(); ball.rig.isKinematic = true; m_Balls.Add(ball); obj.transform.localPosition = new Vector3(j * space, k * space, i * space); } } } }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "projectile") { ball ballSc = collision.gameObject.GetComponent <ball>(); BallHitPos = collision.gameObject.transform.position; Debug.Log(BallHitPos); //HealthBallCollision(ballSc.damage); Destroy(collision.gameObject); if (ballSc.damage > 0) { if (gameSc.health > 0) { cam.backgroundColor = new Color(0.6f, 0f, 0f); StartCoroutine(sleep()); gameSc.health -= ballSc.damage; Audio.Play(); } } else { if (gameSc.health < 100) { gameSc.health -= ballSc.damage; } } } }
void OnTriggerEnter2D(Collider2D other) { if (GameManagerCopy.gameMode == Status.game && isDead != true) { if (other.gameObject.tag == "ball") { ball = other.gameObject; ball ballscript = ball.GetComponent <ball>(); if (ballscript.shooting == false && ballscript.hasParent == false) { catched(ballscript); } else if (ballscript.shooting && ballscript.parent != this.face) { if (catching) { Vector2 drawBack = ballscript.rb2D.velocity; rb2D.velocity = drawBack / 2; catched(ballscript); } else { Vector2 drawBack = ballscript.rb2D.velocity; rb2D.velocity = drawBack; death(); ballscript.rb2D.velocity = drawBack / 3; GameManagerCopy.checkEndturn(this); transform.rotation = Quaternion.Euler(0, 0, 0); } } } } }
public BasketballScene() { reset = false; Song bgm = Cloud.content.Load <Song>("Thats a Wrap"); MediaPlayer.Play(bgm); MediaPlayer.IsRepeating = true; sw.Start(); renderables = new RenderableCollection(); Physics.collisions = new CollisionHandler(renderables); toAdd = new List <Renderable>(); toRemove = new List <Renderable>(); Ball = new ball(new Vector2(120, 150), this); renderables.Add(Ball); TextureStatic.Load("hoopA", @"Art"); TextureStatic.Load("hoopB", @"Art"); TextureStatic.Load("courtBG", @"Art"); TextureStatic.Load("net", @"Art"); TextureStatic.Load("net2", @"Art"); //courtbg = new Background("court", @"Art\Backgrounds", new Vector2(-360, 110), new Vector2(-10, 0), 0.11f, true, this); //renderables.Add(courtbg); //tentacle tn = new tentacle(new Vector2(0, 0), this); //renderables.Add(tn); }
private void OnTriggerEnter(Collider col) { Debug.Log("ball in"); if (col.gameObject.tag == "Ball") { GameObject gameObj = col.gameObject; ball obj = (ball)gameObj.GetComponent <ball>(); Debug.Log("ball ID: " + obj.getId()); if (obj != null) { Debug.Log("ball ID: " + obj.getId()); if (obj.getId() != Id) { Rigidbody item = gameObj.GetComponent <Rigidbody>(); item.GetComponent <Rigidbody>().isKinematic = false; transform.DetachChildren(); Vector3 camDirct = transform.TransformDirection(0, 0, 0); // Random ran_x = new UnityEngine.Random(); // Random ran_y = new Random(); // Random ran_z = new Random(); item.velocity = new Vector3(UnityEngine.Random.Range(-10, 10), UnityEngine.Random.Range(5, 10), UnityEngine.Random.Range(-10, 10)); } } } }
public void playing() { b = current.GetComponent <ball>(); PlayerPrefs.SetInt("ball", b.number); SceneManager.LoadScene("main"); }
public void prev() { b = current.GetComponent <ball>(); nextb.SetActive(true); if (b.number > 0) { if (b.number == 1) { prevs.SetActive(false); } //print (b.number); ball [b.number].SetActive(false); for (int i = 0; i < ball.Length; i++) { if (i == b.number - 1) { ball actual = ball [i].GetComponent <ball> (); ball [i].SetActive(true); if (owned[i] == 1) { buy.SetActive(false); play.SetActive(true); price.text = "owned"; watchb.SetActive(false); } else { if (actual.ads) { watchb.SetActive(true); buy.SetActive(false); play.SetActive(false); if (PlayerPrefs.GetInt("watch" + actual.number) == 0) { adst.text = "X " + actual.numberAds; price.text = ""; } else { adst.text = "X " + PlayerPrefs.GetInt("watch" + actual.number); price.text = ""; } } else { watchb.SetActive(false); buy.SetActive(true); play.SetActive(false); price.text = ball [i].GetComponent <ball> ().price.ToString(); } } current = ball [i]; } } } }
public void switchCharacter() { bool switched = false; int counter = 0; if (outOfThrows == false) { while (switched == false) { currentCharacter++; if (currentCharacter == 1) { if (StBernard.getHoldAllowed() == true) { storeCharacter(StBernard); } if (Hugo.getStorage() == true) { centerCharacter(Hugo); currentBall = Hugo; switched = true; } } else if (currentCharacter == 2) { if (Hugo.getHoldAllowed() == true) { storeCharacter(Hugo); } if (Chihuahua.getStorage() == true) { centerCharacter(Chihuahua); currentBall = Chihuahua; switched = true; } } else { if (Chihuahua.getHoldAllowed() == true) { storeCharacter(Chihuahua); } if (StBernard.getStorage() == true) { centerCharacter(StBernard); currentBall = StBernard; switched = true; } currentCharacter = 0; } counter++; if (counter > 3) { switched = true; outOfThrows = true; } } } }
public void shoot() { hasBall = false; ball ballscript = ball.GetComponent <ball>(); Vector3 forward = input; if (forward.y > 0) { forward.y = 1; } else if (forward.y < 0) { forward.y = -1; } if (transform.rotation.y == -1) { forward.x = 1; } else if (transform.rotation.y == 0) { forward.x = -1; } if (forward.x > 0) { forward.x = 1; } else if (forward.x < 0) { forward.x = -1; } ballscript.shoot(force, forward); }
// Use this for initialization void Start() { hpfield = GetComponent <Text>(); GameObject ballGo = GameObject.Find("ball"); ballScript = (ball)ballGo.GetComponent(typeof(ball)); hpfield.text = "HP: " + ballScript.getHp(); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Ball") { ball ball = collision.GetComponent <ball>(); BallsManager.Instance.Balls.Remove(ball); ball.Die(); } }
public void createBall() { GameObject ball = Instantiate(ball_pref, new Vector3(0, 0, 0), Quaternion.identity, ball_cont.transform); ball bs = ball.GetComponent <ball>(); bs.canvas = this; current_ball = ball; }
void catched(ball ballscript) { ballscript.sr.color = teamColor; ballscript.catchable = false; ballscript.rb2D.velocity = new Vector2(0, 0); ballscript.shooting = false; hasBall = true; ballscript.parent = face; ballscript.hasParent = true; }
// ボール作成。一定以上積もっちゃったらゲームオーバーにする public GameObject CreateBall() { GameObject ball = (GameObject)Instantiate(prefabBall); // 複製。Object型で生成されるのでGameObject型に変換 ball.transform.position = new Vector3(Random.Range(minX, maxX), Y, 0); // 横の位置をランダムに変更 ball color = ball.GetComponent <ball>(); // ballスクリプト取って来る color.ChangeColor(Random.Range(1, colorPattern + 1)); // ランダムに色変更 count++; // 落とした個数増やす exist++; // 存在する数増やす return(ball); // 操作出来るようにオブジェクト返しておく }
// Use this for initialization void Start() { currentCharacter = 0; center = new Vector3(0, 0, 0); storage = new Vector3(300, 300, 0); StBernard = Instantiate(StBernardPrefab, center, transform.rotation); Hugo = Instantiate(HugoPrefab, center, transform.rotation); Chihuahua = Instantiate(ChihuahuaPrefab, center, transform.rotation); storeAllCharacters(); switchCharacter(); }
private void InitBall() { Vector3 paddlePosition = Paddle.Instance.gameObject.transform.position; Vector3 startingPosition = new Vector3(paddlePosition.x + .78f, paddlePosition.y + .7f, 0); initiaBall = Instantiate(ballPrefab, startingPosition, Quaternion.identity); initiaBallRb = initiaBall.GetComponent <Rigidbody2D>(); this.Balls = new List <ball> { initiaBall }; }
void init() { Random rnd = new Random(); bool flag; int k,i; for (i = 0; i < nb; i++) { ba[i] = new ball(); ba[i].FormHeight = this.Height; ba[i].FormWidth = this.Width; ba[i].Bkcolor = this.BackColor; ba[i].graph = gr; ba[i].r = rnd.Next(10) + 10; do { flag = false; ba[i].x = rnd.NextDouble() * (this.Width - 2 * ba[i].r - 15) + ba[i].r; ba[i].y = rnd.NextDouble() * (this.Height - 80 - 2 * ba[i].r) + ba[i].r; k = 0; while (k < i) { if (ba[i].x == ba[k].x && ba[i].y == ba[k].y) flag = true; k++; } } while (flag); ba[i].vx = rnd.NextDouble() * 4000 - 2000; ba[i].vy = rnd.NextDouble() * 4000 - 2000; av += Math.Sqrt(ba[i].vx * ba[i].vx + ba[i].vy * ba[i].vy); do { ba[i].color = Color.FromArgb(255, rnd.Next(256), rnd.Next(256), rnd.Next(256)); } while (ba[i].color == this.BackColor); } av /= nb; }
public hole(float x, float z, float radius, ball targetBall) { this.x = x; this.z = z; this.radius = radius; this.targetBall = targetBall; }
public void addNewBall() { double ballSpeed = 6;//the balls standard spawning speed ContentControl tempBall = new ContentControl();//temporary ball ContentControl tempBall.Template = Resources["ballTemplate"] as ControlTemplate;//set a template for it playArea.Children.Add(tempBall);//add it to the screen Canvas.SetBottom(tempBall, (playArea.ActualHeight / 2));//set where it should start (y) Canvas.SetLeft(tempBall, (playArea.ActualWidth / 2) - 7.5);//set where it should start(x) //Random r = new Random();//a random value to determine what direction the ball should move & what speed it should move with double xspeedTemp = rand.NextDouble()*ballSpeed;//find a random speed int tempYDirection = rand.Next(1,3);//find a random y direction based on r if(tempYDirection.Equals(2)){ tempYDirection = -1; } int tempXDirection = rand.Next(1,3);//find a random X direction based on r if(tempXDirection.Equals(2)){ tempXDirection = -1; } ball tempBallClass = new ball(tempBall,xspeedTemp,(6-xspeedTemp),tempXDirection,tempYDirection,ballSpeed);//create a temporary instance of the class ballList.Add(tempBallClass);//add the object to the ballList }
// Use this for initialization void Start() { // this.transform.rotation = Quaternion.Euler(0, 90, 0); ball_contact_collider = ball_contact_collider_pbj.GetComponent<BoxCollider>(); dust_particle = dust_particle_obj.GetComponent<ParticleSystem>(); dust_particle.Stop(); // spawn_pos = physics_container.transform.position; this.name = player_id.ToString(); rd = physics_container.GetComponent<Rigidbody>(); my_collider = physics_container.GetComponent<BoxCollider>(); animator = this.GetComponent<Animator>(); ball_instance = GameObject.Find("ball").GetComponent<ball>(); punsh_collider = punsh_collider_holder.GetComponent<BoxCollider>(); punsh_collider.enabled = false; switch (player_id) { case vars.player_id.player_1: pid = 0; break; case vars.player_id.player_2: pid = 1; break; case vars.player_id.player_3: pid = 2; break; case vars.player_id.player_4: pid = 3; break; default: break; } if (pid >= 0) { inputDevice = (InputManager.Devices.Count > pid) ? InputManager.Devices[pid] : null; } if (inputDevice != null) { is_playing = true; } else { } set_pause_pos(); animator.SetFloat("punsh_speed", punsh_speed); animator.SetBool("dance_1", false); // set_pause_pos(); rotate_front(); }
public void addBall(ball pocketedBall) { m_pocketedBalls.Add(pocketedBall); }
// Use this for initialization void Start() { ball = GameObject.FindObjectOfType<ball>(); paddlePos = new Vector3 (8f, this.transform.position.y, 0f); }
// Use this for initialization void Start() { ball_instance = GameObject.Find("ball").GetComponent<ball>(); ; punsh_collider = punsh_obj.GetComponent<BoxCollider>(); punsh_start_position = punsh_obj.transform.localPosition; punsh_collider.enabled = false; instatiate_points(); rd = this.GetComponent<Rigidbody>(); is_playing = false; this.name = player_id.ToString(); spawn_pos = this.transform.position; //save the spawn pos set_pause_pos(); spawn_particle_system_holder.GetComponent<ParticleSystem>().playbackSpeed = spawn_particle_system_speed; spawn_particle_system_holder.GetComponent<ParticleSystem>().loop = false; spawn_particle_system_holder.GetComponent<ParticleSystem>().Stop(); switch (player_id) { case vars.player_id.player_1: pid = 0; break; case vars.player_id.player_2: pid = 1; break; case vars.player_id.player_3: pid = 2; break; case vars.player_id.player_4: pid = 3; break; default: break; } if (pid >= 0) { inputDevice = (InputManager.Devices.Count > pid) ? InputManager.Devices[pid] : null; } if (inputDevice != null) { is_playing = true; } }