// 35, 107,179
        private void onBallsMoving()
        {
            // Move to start Position First Child
            Balls.BallFiring toPlaceInto = generateBallOn.GetChild(0).GetComponent <Balls.BallFiring>();
            generateBallOn.GetChild(0).transform.position = PlayerCenter.position;

            // Generate new
            Balls.BallFiring newPrefab = GameObject.Instantiate(prefabsBall);
            newPrefab.transform.SetParent(generateBallOn, false);
            newPrefab.transform.localScale = new Vector3(0.6f, 0.6f, 0.6f);
            newPrefab.transform.position   = generateBallOn.GetChild(generateBallOn.childCount - 2).transform.position;
            newPrefab.AssingRandom(false);
            NextIsReady = true;
            MoveAllLeftBalls();
        }
        void ITouchable.OnPointerUp(PointerEventData eventData)
        {
            if (NextIsReady && LevelController.instance.GameStarted)
            {
                Vector3 position = eventData.pointerCurrentRaycast.worldPosition;
                if (position.y > PlayerCenter.position.y)
                {
                    NextIsReady = false;
                    Balls.BallFiring ToFire = null;
                    ToFire = generateBallOn.GetChild(0).GetComponent <Balls.BallFiring>();
                    ToFire.transform.localScale        = Vector3.one;
                    ToFire.attachedBody                = ToFire.gameObject.AddComponent <Rigidbody2D>();
                    ToFire.attachedBody.freezeRotation = true;

                    Vector2 forceApply = position - PlayerCenter.position;
                    forceApply  = forceApply.normalized;
                    forceApply *= Constants.FOrceConstant;
                    ToFire.attachedBody.AddForce(forceApply, ForceMode2D.Impulse);
                }
            }
        }
Beispiel #3
0
        public BallFiring[] GetAllBallsInRange()
        {
            // Make 6 raycasts each 60 degrees


            // List<BallFiring> allBalsFiring = new List<BallFiring>();
            // RaycastHit2D[] allHits = new RaycastHit2D[10];
            // float byAngles = 360 / Constants.NumberOfCasts;
            // Vector2 direction = Vector2.right;

            // byAngles = Mathf.Deg2Rad * byAngles;
            // BallFiring temproal = null;
            // int Allcast = 0;

            // for (int i = 0; i < Constants.NumberOfCasts; i++)
            // {
            //     direction =  new Vector2( Mathf.Sin(byAngles* i), Mathf.Cos(byAngles * i));
            //     Debug.LogWarning(" Direction : " + direction);
            //     Allcast = myCollider.Cast(direction,allHits, Constants.RaycastLength);
            //     while(Allcast > 0)
            //     {
            //         temproal = allHits[Allcast-1].transform.gameObject.GetComponent<BallFiring>();
            //         if (!allBalsFiring.Contains(temproal))
            //             allBalsFiring.Add(temproal);

            //         Allcast --;
            //     }
            // }
            // temproal = null;

            var circleCast = Physics2D.OverlapCircleAll(this.gameObject.transform.position, Constants.RaycastLength, (int)physicsLayerMask);

            BallFiring[] listOfFiredBalls = new BallFiring[circleCast.Length];
            for (int i = 0; i < listOfFiredBalls.Length; i++)
            {
                listOfFiredBalls[i] = circleCast[i].GetComponent <BallFiring>();
            }

            return(listOfFiredBalls);
        }