Beispiel #1
0
    public void Pause()
    {
        GameObject thePlayer = GameObject.Find("ball");
        ballmove   BallMove  = thePlayer.GetComponent <ballmove>();

        if (Time.timeScale == 0)
        {
            BallMove.increasing = false;
            BallMove.Decreasing = false;
            BallMove.Force      = BallMove.Force * 0;
        }

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            if (Time.timeScale == 1)
            {
                Time.timeScale = 0;
                PauseMenu.SetActive(true);
                BallMove.increasing = false;//pause ekranında force eklenmemeisi için eklendi.
                BallMove.Decreasing = false;
                BallMove.Force      = BallMove.Force * 0;
            }
            else if (Time.timeScale == 0)
            {
                Time.timeScale = 1;
                PauseMenu.SetActive(false);
            }
        }
    }
Beispiel #2
0
    // Update is called once per frame
    void Update()
    {
        GameObject thePlayer = GameObject.Find("ball");
        ballmove   BallMove  = thePlayer.GetComponent <ballmove>();

        if (Input.GetButtonDown("Fire1") && Time.timeScale == 1)//time.timescale eklendi
        {
            a.gameObject.SetActive(true);
        }

        Value   = BallMove.Force;
        a.value = Value;
        if (Input.GetButtonUp("Fire1"))
        {
            a.gameObject.SetActive(false);
        }
    }
Beispiel #3
0
    // Update is called once per frame
    void Update()
    {
        GameObject thePlayer = GameObject.Find("ball");
        ballmove   BallMove  = thePlayer.GetComponent <ballmove>();

        if (Input.GetButtonUp("Fire1"))
        {
            touchCount++;
        }
        switch (touchCount)
        {
        case 0:
            tutorialText.text = "In order to move the ball touch in the opposite direction of the desired one.";

            break;

        case 1:
            Tut.SetActive(false);
            break;

        case 2:
            Tut.SetActive(true);
            tip.text          = "";
            tutorialText.text = "The force of the push is determined by the power bar in the up left corner of the screen which can be seen when holding the touch.";

            break;

        case 3:
            Tut.SetActive(false);
            break;

        case 4:
            Tut.SetActive(true);
            tutorialText.text = "You cant push the ball again before it stops completly.";

            break;

        case 5:
            Tut.SetActive(false);
            break;
        }
        if (Input.GetButtonDown("Fire1"))
        {
            touchDonw++;
        }
        switch (touchDonw)
        {
        case 0:

            break;

        case 1:
            BallMove.Force      = BallMove.Force * 0;
            BallMove.increasing = false;
            BallMove.Decreasing = false;
            break;

        case 2:


            break;

        case 3:
            BallMove.Force      = BallMove.Force * 0;
            BallMove.increasing = false;
            BallMove.Decreasing = false;
            break;

        case 4:


            break;

        case 5:
            BallMove.Force      = BallMove.Force * 0;
            BallMove.increasing = false;
            BallMove.Decreasing = false;
            break;
        }
    }
Beispiel #4
0
 void Awake()
 {
     myBall      = GetComponent <ballmove> ();
     myRigidbody = GetComponent <Rigidbody2D> ();
 }