void Awake () { //collider.enabled = false; for(int i = 0; i < nodes.Length; i++) { nodes[i].GetComponent<Renderer> ().enabled = false; } cueController = CueController.FindObjectOfType (typeof (CueController)) as CueController; GetComponent<Renderer> ().enabled = false; ballSpline = new AnimationSpline (WrapMode.Clamp); }
// this has something to do with preparing a ball for a pocket + animation public void OnSetHoleSpline(float finalLength, float initialLength, int pocketId) { // house keeping PocketController activePocketController = PocketController.FindeHoleById(pocketId); finalHoleSpline = activePocketController.finalBallSpline; finalHoleSplineLength = finalLength; initialHoleSpline = activePocketController.initialBallSpline; initialHoleSplineLength = initialLength; pocketid = pocketId; pocketController = activePocketController; }
void Start() { trackSpline = new AnimationSpline(WrapMode.Loop); tracks = new Transform[count]; for (int i = 0; i < count; i++) { tracks[i] = Transform.Instantiate(trackPrefab) as Transform; tracks[i].parent = transform; } for (int i = 0; i < nodes.Length; i++) { Destroy(nodes[i].GetComponent<MeshRenderer>()); Destroy(nodes[i].GetComponent<MeshFilter>()); } }
public int id = 1; // ids are 1 2 3 4 5 6, so be careful void Awake() { for (int j = 0; j < initialNodes.Length; j++) { initialNodes[j].GetComponent <Renderer>().enabled = false; } initialBallSpline = new AnimationSpline(WrapMode.Clamp); for (int i = 0; i < finalNodes.Length; i++) { finalNodes[i].GetComponent <Renderer>().enabled = false; } finalBallSpline = new AnimationSpline(WrapMode.Clamp); cueController = CueController.FindObjectOfType(typeof(CueController)) as CueController; GetComponent <Renderer>().enabled = false; }
public void OnSetHoleSpline (float lenght, int holleId) { HolleController holleController = HolleController.FindeHoleById (holleId); holeSpline = holleController.ballSpline; holeSplineLungth = lenght; this.holleController = holleController; if(!isMain && cueController.ballController.ballIsOut && (this.holleController == cueController.ballController.holleController || this.holleController.haveNeighbors (cueController.ballController.holleController))) { cueController.ballController.holeSplineLungth = holeSplineLungth - 2.0f * cueController.ballRadius; if(cueController.ballController.step >= cueController.ballController.holeSplineLungth) { cueController.ballController.body.position = cueController.ballController.holeSpline.Evaluate (holeSplineLungth); } } }