Ejemplo n.º 1
0
    private void OnMouseUp()
    {
        theBall.isKinematic = false;
        isPressed           = false;

        if (startScreen.activeSelf == false)
        {
            GetComponent <AudioSource>().Play();
            LevelTracker.ShotCounter();
            StartCoroutine(ReleaseBall());
        }
    }
Ejemplo n.º 2
0
    private void OnMouseUp()
    {
        theBall.isKinematic = false;
        isPressed           = false;

        if (startScreen.activeSelf == false)
        {
            for (int i = 0; i < number; i++)
            {
                Destroy(trajectoryDots[i]);
            }
            GetComponent <AudioSource>().Play();
            LevelTracker.ShotCounter();
            StartCoroutine(ReleaseBall());
        }
    }
Ejemplo n.º 3
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            canShoot = true;
        }

        if (canShoot == true)
        {
            if (Input.GetMouseButtonDown(0) && launchable == true) //click

            {
                startPos = rockLauncher.transform.position;
                for (int i = 0; i < number; i++)
                {
                    trajectoryDots[i] = Instantiate(trajectoryDot, rockLauncher.transform);
                }
            }
            if (Input.GetMouseButton(0) && LevelTracker.canLoad == true && launchable == true) //drag

            {
                endPos = Camera.main.ScreenToWorldPoint(Input.mousePosition) + new Vector3(0, 0, 10);
                //Debug.Log(endPos);
                if (Vector3.Distance(endPos, startPos) > distance)
                {
                    rockLauncher.transform.position = startPos + (endPos - startPos).normalized * distance;
                    forceAtPlayer = endPos - startPos;
                }
                else
                {
                    rockLauncher.transform.position = endPos;
                    forceAtPlayer = endPos - startPos;
                }
                //gameObject.transform.position = endPos;
                //forceAtPlayer = endPos - startPos;
                for (int i = 0; i < number; i++)
                {
                    trajectoryDots[i].transform.position = calculatePosition(i * 0.1f);
                }
            }
            if (Input.GetMouseButtonUp(0) && LevelTracker.canLoad == true && launchable == true) //leave
            {
                GetComponent <AudioSource>().Play();
                theRB.gravityScale = 1;
                theRB.velocity     = new Vector2(-forceAtPlayer.x * forceFactor, -forceAtPlayer.y * forceFactor);
                for (int i = 0; i < number; i++)
                {
                    Destroy(trajectoryDots[i]);
                }
                Attaractor.beAttracted = true;
                LevelTracker.ShotCounter();
                canShoot   = false;
                launchable = false;
                if (PlayerPrefs.GetInt("DemoComplete") == 0)
                {
                    DemoLevel.gblLaunchExp.SetActive(false);
                }
                StartCoroutine(RockSpawn());
            }

            /*if(Input.GetKey(KeyCode.Space)) {
             * if(((transform.position.y < -7 || (transform.position.x < -9.5f) || (transform.position.x > 9.5f)) && LevelTracker.enemyCounter != 0) || blackHoled == true  && LevelTracker.enemyCounter != 0)
             *  {
             *      canReload = true;
             *  } else {
             *      canReload = false;
             *  }
             *  if(canReload == true){
             *      LaunchController.SpawnRock();
             *  var skin = Random.Range(0,3);
             *  spriteRenderer.sprite = rockSkins[skin];
             *  theRB.gravityScale = 0;
             *  theRB.velocity = Vector2.zero;
             *   gameObject.transform.position = initPos;
             *   canReload = false;
             *   Attaractor.beAttracted = false;
             *   blackHoled = false;
             *   //canShoot = true;
             *  }
             *
             * }*/
        }
    }