void Reset() { isPlaying = false; isCopied = false; B1.GetComponent <TrailRenderer>().time = 0.0f; B1.SetActive(false); B1.GetComponent <Ball>().Dead = false; B2.GetComponent <TrailRenderer>().time = 0.0f; B2.SetActive(false); B2.GetComponent <Ball>().Dead = false; B3.SetActive(false); B3.GetComponent <TrailRenderer>().time = 0.0f; B3.GetComponent <Ball>().Dead = false; B4.SetActive(false); B4.GetComponent <TrailRenderer>().time = 0.0f; B4.GetComponent <Ball>().Dead = false; B5.SetActive(false); B5.GetComponent <TrailRenderer>().time = 0.0f; B5.GetComponent <Ball>().Dead = false; B6.SetActive(false); B6.GetComponent <TrailRenderer>().time = 0.0f; B6.GetComponent <Ball>().Dead = false; B7.SetActive(false); B7.GetComponent <TrailRenderer>().time = 0.0f; B7.GetComponent <Ball>().Dead = false; ChangeColor(0); }
public void setRespFalse() { A1.SetActive(false); A2.SetActive(false); A3.SetActive(false); A4.SetActive(false); A5.SetActive(false); A6.SetActive(false); A7.SetActive(false); B1.SetActive(false); B2.SetActive(false); B3.SetActive(false); B4.SetActive(false); B5.SetActive(false); B6.SetActive(false); B7.SetActive(false); C1.SetActive(false); C2.SetActive(false); C3.SetActive(false); C4.SetActive(false); C5.SetActive(false); C6.SetActive(false); C7.SetActive(false); }
void Reset() { if (isChange) { for (int i = 0; i < 4; i++) { Change [i].color = new Color(0.0f, 0.0f, 0.0f, 0.0f); } } StopCoroutine("Rexar"); isPlaying = false; isCopied = false; B1.GetComponent <TrailRenderer>().time = 0.0f; B1.SetActive(false); B1.GetComponent <Ball>().Dead = false; B2.GetComponent <TrailRenderer>().time = 0.0f; B2.SetActive(false); B2.GetComponent <Ball>().Dead = false; B3.SetActive(false); B3.GetComponent <TrailRenderer>().time = 0.0f; B3.GetComponent <Ball>().Dead = false; B4.SetActive(false); B4.GetComponent <TrailRenderer>().time = 0.0f; B4.GetComponent <Ball>().Dead = false; ChangeColor(0); }
void GameStart() { Minigame.SetActive(false); Bumbu1.SetActive(false); Bumbu2.SetActive(false); telurGoreng.SetActive(false); NasiP.SetActive(false); NasiG.SetActive(false); Panel1 = false; Panel2 = false; Panel3 = false; Panel4 = false; score = 0; Achieve.value = score; startPos = AIoned.transform.position; Debug.Log(startPos); AI1 = true; AI2 = false; AI3 = false; AI4 = false; Time.timeScale = 1; if (Level == 1) { Achieve.maxValue = 45; timerF = 60; Hitung = true; } if (Level == 2) { Achieve.maxValue = 60; timerF = 100; Hitung = true; } if (Level == 3) { Achieve.maxValue = 100; timerF = 140; Hitung = true; } Winlose.SetActive(false); B0.SetActive(false); B1.SetActive(false); B2.SetActive(false); B3.SetActive(false); PauseBG.SetActive(true); Pauz.SetActive(false); }
// Use this for initialization void Start() { FX = GetComponent <AudioSource> ().clip; B1.SetActive(false); B2.SetActive(false); B3.SetActive(false); B4.SetActive(false); B5.SetActive(false); B6.SetActive(false); Bcount = Random.Range(100, 800); }
public void Left() { if (MobileSettings) { if (n == 5) { B5.SetActive(false); B4.SetActive(true); n--; } else if (n == 4) { B4.SetActive(false); B2.SetActive(true); n -= 2; } else if (n == 2) { B2.SetActive(false); B1.SetActive(true); n--; } } else { if (n == 5) { B5.SetActive(false); B4.SetActive(true); n--; } else if (n == 4) { B4.SetActive(false); B3.SetActive(true); n--; } else if (n == 3) { B3.SetActive(false); B2.SetActive(true); n--; } else if (n == 2) { B2.SetActive(false); B1.SetActive(true); n--; } } }
public void Right() { if (MobileSettings) { if (n == 1) { B1.SetActive(false); B2.SetActive(true); n++; } else if (n == 2) { B2.SetActive(false); B4.SetActive(true); n += 2; } else if (n == 4) { B4.SetActive(false); B5.SetActive(true); n++; } } else { if (n == 1) { B1.SetActive(false); B2.SetActive(true); n++; } else if (n == 2) { B2.SetActive(false); B3.SetActive(true); n++; } else if (n == 3) { B3.SetActive(false); B4.SetActive(true); n++; } else if (n == 4) { B4.SetActive(false); B5.SetActive(true); n++; } } }
IEnumerator Rexar(int Layer, Collider2D other) { B1.SetActive(true); B1.transform.position = Pos1; B1.layer = Layer; B1.GetComponent <Ball> ().Direction = Direction1; B2.SetActive(true); B2.transform.position = Pos2; B2.layer = Layer; B2.GetComponent <Ball> ().Direction = Direction2; B3.SetActive(true); B3.transform.position = Pos3; B3.layer = Layer; B3.GetComponent <Ball> ().Direction = Direction2; //Rb2 = other.GetComponent<Rigidbody2D> (); yield return(new WaitForSeconds(0.1f)); if (isChange) { if (Layer.Equals(8)) { //Debug.Log ("AAA"); for (int i = 0; i < 3; i++) { Change [i].color = new Color(0.0f, 0.0f, 0.0f, 1.0f); } } else if (Layer.Equals(9)) { for (int i = 0; i < 3; i++) { Change [i].color = new Color(230 / 255f, 0.0f, 18 / 255f, 1.0f); } } else if (Layer.Equals(10)) { for (int i = 0; i < 3; i++) { Change [i].color = new Color(0.0f, 153 / 255f, 68 / 255f, 1.0f); } } else if (Layer.Equals(11)) { for (int i = 0; i < 3; i++) { Change [i].color = new Color(249 / 255f, 230 / 255f, 47 / 255f, 1.0f); } } else if (Layer.Equals(12)) { for (int i = 0; i < 3; i++) { Change [i].color = new Color(0.0f, 71 / 255f, 157 / 255f, 1.0f); } } else if (Layer.Equals(13)) { for (int i = 0; i < 3; i++) { Change [i].color = new Color(228 / 255f, 0.0f, 180 / 255f, 1.0f); } } else if (Layer.Equals(14)) { for (int i = 0; i < 3; i++) { Change [i].color = new Color(0.0f, 160 / 255f, 233 / 255f, 1.0f); } } else if (Layer.Equals(15)) { for (int i = 0; i < 3; i++) { Change [i].color = new Color(1.0f, 1.0f, 1.0f, 1.0f); } } } Direction(); other.GetComponent <Rigidbody2D>().Sleep(); }
void Update() { Achieve.value = score; if (Level == 1 && play == true) { if (Hitung == true) { timerF -= Time.deltaTime; } timer.text = "" + timerF.ToString("f0"); if (score >= 45) { if (timerF >= 20) { play = false; Winlose.SetActive(true); B3.SetActive(true); Hitung = false; Debug.Log("You win"); ClearAI(); ClearAll(); Time.timeScale = 0; bintang = 3; } else if (timerF < 20) { play = false; Winlose.SetActive(true); B2.SetActive(true); Hitung = false; ClearAll(); Debug.Log("You win"); Time.timeScale = 0; bintang = 2; } } else if (timerF <= 0) { if (score > 15) { play = false; Winlose.SetActive(true); B1.SetActive(true); ClearAI(); Hitung = false; ClearAll(); Debug.Log("You win"); Time.timeScale = 0; bintang = 1; } else { play = false; Winlose.SetActive(true); B0.SetActive(true); ClearAI(); Hitung = false; ClearAll(); Debug.Log("You win"); Time.timeScale = 0; bintang = 0; } } } if (Level == 2 && play == true) { if (Hitung == true) { timerF -= Time.deltaTime; } timer.text = "" + timerF.ToString("f0"); if (score >= 60) { if (timerF >= 30) { play = false; Winlose.SetActive(true); B3.SetActive(true); Hitung = false; Debug.Log("You win"); ClearAI(); ClearAll(); Time.timeScale = 0; bintang2 = 3; } else if (timerF < 30) { play = false; Winlose.SetActive(true); B2.SetActive(true); ClearAI(); Hitung = false; ClearAll(); Debug.Log("You win"); Time.timeScale = 0; bintang2 = 2; } } else if (timerF <= 0) { if (score > 20) { play = false; Winlose.SetActive(true); B1.SetActive(true); ClearAI(); Hitung = false; ClearAll(); Debug.Log("You win"); Time.timeScale = 0; bintang2 = 1; } else { play = false; Winlose.SetActive(true); B0.SetActive(true); ClearAI(); Hitung = false; ClearAll(); Debug.Log("You win"); Time.timeScale = 0; bintang2 = 0; } } } if (Level == 3 && play == true) { if (Hitung == true) { timerF -= Time.deltaTime; } timer.text = "" + timerF.ToString("f0"); if (score >= 100) { if (timerF >= 40) { play = false; Winlose.SetActive(true); B3.SetActive(true); Hitung = false; Debug.Log("You win"); ClearAI(); ClearAll(); Time.timeScale = 0; bintang3 = 3; } else if (timerF < 40) { play = false; Winlose.SetActive(true); B2.SetActive(true); ClearAI(); Hitung = false; ClearAll(); Debug.Log("You win"); Time.timeScale = 0; bintang3 = 2; } } else if (timerF <= 0) { if (score > 40) { play = false; Winlose.SetActive(true); B1.SetActive(true); ClearAI(); Hitung = false; ClearAll(); Debug.Log("You win"); Time.timeScale = 0; bintang3 = 1; } else { play = false; Winlose.SetActive(true); B0.SetActive(true); ClearAI(); Hitung = false; ClearAll(); Debug.Log("You win"); Time.timeScale = 0; bintang3 = 0; } } } AIoned.SetActive(AI1); AItwod.SetActive(AI2); AIthreed.SetActive(AI3); AIfoured.SetActive(AI4); Waving(); }
IEnumerator Rexar(int Layer, Collider2D other) { B1.SetActive(true); Tr1.position = Pos1; B1.layer = Layer; B1.GetComponent <Ball> ().Direction = Direction1; B2.SetActive(true); Tr2.position = Pos2; B2.layer = Layer; B2.GetComponent <Ball> ().Direction = Direction2; //Rb2 = other.GetComponent<Rigidbody2D> (); B3.SetActive(true); Tr3.position = Pos3; B3.layer = Layer; B3.GetComponent <Ball> ().Direction = Direction2; B4.SetActive(true); Tr4.position = Pos4; B4.layer = Layer; B4.GetComponent <Ball> ().Direction = Direction2; B5.SetActive(true); Tr5.position = Pos5; B5.layer = Layer; B5.GetComponent <Ball> ().Direction = Direction2; yield return(new WaitForSeconds(0.1f)); Rb1.Sleep(); B1.GetComponent <TrailRenderer> ().time = Mathf.Infinity; Rb2.Sleep(); B2.GetComponent <TrailRenderer> ().time = Mathf.Infinity; Rb3.Sleep(); B3.GetComponent <TrailRenderer> ().time = Mathf.Infinity; Rb4.Sleep(); B4.GetComponent <TrailRenderer> ().time = Mathf.Infinity; Rb5.Sleep(); B5.GetComponent <TrailRenderer> ().time = Mathf.Infinity; Tr1.position = Pos1; Tr2.position = Pos2; Tr3.position = Pos3; Tr4.position = Pos4; Tr5.position = Pos5; if (Direction1.Equals(1)) { Rb1.AddForce(V * new Vector2(200.0f, 0.0f)); } if (Direction1.Equals(2)) { Rb1.AddForce(V * new Vector2(0.0f, 200.0f)); } if (Direction1.Equals(3)) { Rb1.AddForce(V * new Vector2(-200.0f, 0.0f)); } if (Direction1.Equals(4)) { Rb1.AddForce(V * new Vector2(0.0f, -200.0f)); } if (Direction1.Equals(8)) { Rb1.AddForce(V * new Vector2(141.42f, -141.42f)); } if (Direction1.Equals(7)) { Rb1.AddForce(V * new Vector2(-141.42f, -141.42f)); } if (Direction1.Equals(6)) { Rb1.AddForce(V * new Vector2(-141.42f, 141.42f)); } if (Direction1.Equals(5)) { Rb1.AddForce(V * new Vector2(141.42f, 141.42f)); } if (Direction1.Equals(9)) { Rb1.AddForce(V * new Vector2(178.9869f, 89.24f)); } if (Direction1.Equals(10)) { Rb1.AddForce(V * new Vector2(-178.9869f, 89.24f)); } if (Direction1.Equals(11)) { Rb1.AddForce(V * new Vector2(-178.9869f, -89.24f)); } if (Direction1.Equals(12)) { Rb1.AddForce(V * new Vector2(178.9869f, -89.24f)); } if (Direction2.Equals(1)) { Rb2.AddForce(V * new Vector2(200.0f, 0.0f)); } if (Direction2.Equals(2)) { Rb2.AddForce(V * new Vector2(0.0f, 200.0f)); } if (Direction2.Equals(3)) { Rb2.AddForce(V * new Vector2(-200.0f, 0.0f)); } if (Direction2.Equals(4)) { Rb2.AddForce(V * new Vector2(0.0f, -200.0f)); } if (Direction2.Equals(6)) { Rb2.AddForce(V * new Vector2(141.42f, -141.42f)); } if (Direction2.Equals(7)) { Rb2.AddForce(V * new Vector2(-141.42f, -141.42f)); } if (Direction2.Equals(8)) { Rb2.AddForce(V * new Vector2(-141.42f, 141.42f)); } if (Direction2.Equals(5)) { Rb2.AddForce(V * new Vector2(141.42f, 141.42f)); } if (Direction2.Equals(9)) { Rb2.AddForce(V * new Vector2(178.9869f, 89.24f)); } if (Direction2.Equals(10)) { Rb2.AddForce(V * new Vector2(-178.9869f, 89.24f)); } if (Direction2.Equals(11)) { Rb2.AddForce(V * new Vector2(-178.9869f, -89.24f)); } if (Direction2.Equals(12)) { Rb2.AddForce(V * new Vector2(178.9869f, -89.24f)); } if (Direction3.Equals(1)) { Rb3.AddForce(V * new Vector2(200.0f, 0.0f)); } if (Direction3.Equals(2)) { Rb3.AddForce(V * new Vector2(0.0f, 200.0f)); } if (Direction3.Equals(3)) { Rb3.AddForce(V * new Vector2(-200.0f, 0.0f)); } if (Direction3.Equals(4)) { Rb3.AddForce(V * new Vector2(0.0f, -200.0f)); } if (Direction3.Equals(6)) { Rb3.AddForce(V * new Vector2(141.42f, -141.42f)); } if (Direction3.Equals(7)) { Rb3.AddForce(V * new Vector2(-141.42f, -141.42f)); } if (Direction3.Equals(8)) { Rb3.AddForce(V * new Vector2(-141.42f, 141.42f)); } if (Direction3.Equals(5)) { Rb3.AddForce(V * new Vector2(141.42f, 141.42f)); } if (Direction3.Equals(9)) { Rb1.AddForce(V * new Vector2(178.9869f, 89.24f)); } if (Direction3.Equals(10)) { Rb3.AddForce(V * new Vector2(-178.9869f, 89.24f)); } if (Direction3.Equals(11)) { Rb3.AddForce(V * new Vector2(-178.9869f, -89.24f)); } if (Direction3.Equals(12)) { Rb3.AddForce(V * new Vector2(178.9869f, -89.24f)); } if (Direction4.Equals(1)) { Rb4.AddForce(V * new Vector2(200.0f, 0.0f)); } if (Direction4.Equals(2)) { Rb4.AddForce(V * new Vector2(0.0f, 200.0f)); } if (Direction4.Equals(3)) { Rb4.AddForce(V * new Vector2(-200.0f, 0.0f)); } if (Direction4.Equals(4)) { Rb4.AddForce(V * new Vector2(0.0f, -200.0f)); } if (Direction4.Equals(6)) { Rb4.AddForce(V * new Vector2(141.42f, -141.42f)); } if (Direction4.Equals(7)) { Rb4.AddForce(V * new Vector2(-141.42f, -141.42f)); } if (Direction4.Equals(8)) { Rb4.AddForce(V * new Vector2(-141.42f, 141.42f)); } if (Direction4.Equals(5)) { Rb4.AddForce(V * new Vector2(141.42f, 141.42f)); } if (Direction4.Equals(9)) { Rb4.AddForce(V * new Vector2(178.9869f, 89.24f)); } if (Direction4.Equals(10)) { Rb4.AddForce(V * new Vector2(-178.9869f, 89.24f)); } if (Direction4.Equals(11)) { Rb4.AddForce(V * new Vector2(-178.9869f, -89.24f)); } if (Direction4.Equals(12)) { Rb4.AddForce(V * new Vector2(178.9869f, -89.24f)); } if (Direction5.Equals(1)) { Rb5.AddForce(V * new Vector2(200.0f, 0.0f)); } if (Direction5.Equals(2)) { Rb5.AddForce(V * new Vector2(0.0f, 200.0f)); } if (Direction5.Equals(3)) { Rb5.AddForce(V * new Vector2(-200.0f, 0.0f)); } if (Direction5.Equals(4)) { Rb5.AddForce(V * new Vector2(0.0f, -200.0f)); } if (Direction5.Equals(6)) { Rb5.AddForce(V * new Vector2(141.42f, -141.42f)); } if (Direction5.Equals(7)) { Rb5.AddForce(V * new Vector2(-141.42f, -141.42f)); } if (Direction5.Equals(8)) { Rb5.AddForce(V * new Vector2(-141.42f, 141.42f)); } if (Direction5.Equals(5)) { Rb5.AddForce(V * new Vector2(141.42f, 141.42f)); } if (Direction5.Equals(9)) { Rb5.AddForce(V * new Vector2(178.9869f, 89.24f)); } if (Direction5.Equals(10)) { Rb5.AddForce(V * new Vector2(-178.9869f, 89.24f)); } if (Direction5.Equals(11)) { Rb5.AddForce(V * new Vector2(-178.9869f, -89.24f)); } if (Direction5.Equals(12)) { Rb5.AddForce(V * new Vector2(178.9869f, -89.24f)); } B1.GetComponent <Ball> ().Direction = Direction1; B2.GetComponent <Ball> ().Direction = Direction2; B3.GetComponent <Ball> ().Direction = Direction3; B4.GetComponent <Ball> ().Direction = Direction4; B5.GetComponent <Ball> ().Direction = Direction5; other.GetComponent <Rigidbody2D>().Sleep(); }
void Update() { if (respondio && waith < 200) { waith++; } else { waith = 0; respondio = false; } if (planet > 8) { planet = 1; } if (A.getAns() && !respondio) { Debug.Log("A!!!"); Respuesta = "A"; isItCorrect(); respondio = true; } else if (B.getAns() && !respondio) { Debug.Log("B¡!!"); Respuesta = "B"; isItCorrect(); respondio = true; } else if (C.getAns() && !respondio) { Debug.Log("C¡!!"); Respuesta = "C"; isItCorrect(); respondio = true; } // preguntas Mercurio if (planet == Mer) { setRespFalse(); A1.SetActive(true); B1.SetActive(true); C1.SetActive(true); CurrentPos = Mercurio; timmer = 0; //saludar if (!Boolwait && saludar) { setAudFalse(); AuHola.SetActive(true); saludar = false; Wait(1.2f); } else if (!Boolwait && pista != 1) { setAudFalse(); Au1Pr.SetActive(true); //pista pista = pista * -1; Wait(15); } if (!Boolwait && pista == 1) { setAudFalse(); Au1Pi.SetActive(true); pista = pista * -1; Wait(8); } //esperar } if (planet == Ven) { setRespFalse(); A2.SetActive(true); B2.SetActive(true); C2.SetActive(true); CurrentPos = Venus; timmer = 0; if (!Boolwait && pista2 != 1) { //pregunta pista2 = pista2 * -1; setAudFalse(); Au2Pr.SetActive(true); Wait(12); } if (!Boolwait && pista2 == 1) { //pista pista2 = pista2 * -1; setAudFalse(); Au2Pi.SetActive(true); Wait(10); } } if (planet == Tie) { setRespFalse(); A3.SetActive(true); B3.SetActive(true); C3.SetActive(true); CurrentPos = Tierra; timmer = 0; if (!Boolwait && pista3 != 1) { //pregunta pista3 = pista3 * -1; setAudFalse(); Au3Pr.SetActive(true); Wait(12); } if (!Boolwait && pista3 == 1) { //pista pista3 = pista3 * -1; setAudFalse(); Au3Pi.SetActive(true); Wait(10); } } if (planet == Mar) { setRespFalse(); A4.SetActive(true); B4.SetActive(true); C4.SetActive(true); CurrentPos = Marte; timmer = 0; if (!Boolwait && pista4 != 1) { //pregunta pista4 = pista4 * -1; setAudFalse(); Au4Pr.SetActive(true); Wait(12); } if (!Boolwait && pista4 == 1) { //pista pista4 = pista4 * -1; setAudFalse(); Au4Pi.SetActive(true); Wait(10); } } if (planet == Jup) { setRespFalse(); A5.SetActive(true); B5.SetActive(true); C5.SetActive(true); CurrentPos = Jupiter; timmer = 0; if (!Boolwait && pista5 != 1) { //pregunta pista5 = pista5 * -1; setAudFalse(); Au5Pr.SetActive(true); Wait(12); } if (!Boolwait && pista5 == 1) { //pista pista5 = pista5 * -1; setAudFalse(); Au5Pi.SetActive(true); Wait(10); } } if (planet == Sat) { setRespFalse(); A6.SetActive(true); B6.SetActive(true); C6.SetActive(true); CurrentPos = Saturno; timmer = 0; if (!Boolwait && pista6 != 1) { //pregunta pista6 = pista6 * -1; setAudFalse(); Au6Pr.SetActive(true); Wait(12); } if (!Boolwait && pista6 == 1) { //pista pista6 = pista6 * -1; setAudFalse(); Au6Pi.SetActive(true); Wait(10); } } if (planet == Nep) { setRespFalse(); A7.SetActive(true); B7.SetActive(true); C7.SetActive(true); CurrentPos = Neptuno; timmer = 0; if (!Boolwait && pista7 != 1) { //pregunta pista7 = pista7 * -1; setAudFalse(); Au7Pr.SetActive(true); Wait(12); } if (!Boolwait && pista7 == 1) { //pista pista7 = pista7 * -1; setAudFalse(); Au7Pi.SetActive(true); Wait(10); } } if (planet == Ura) { waitTime = waitTime + tres; tres = 0; ganaste.SetActive(true); gano = true; CurrentPos = Urano; timmer = 0; if (!Boolwait && pista8 != 1) { //pregunta pista8 = pista8 * -1; setAudFalse(); Au8Pr.SetActive(true); Wait(4); } if (!Boolwait && pista8 == 1) { //pista pista8 = pista8 * -1; setAudFalse(); Au8Pi.SetActive(true); Wait(4); } } ShoulIWait(); if (!Boolwait && gano) { SceneManager.LoadScene("Menu"); } transform.localPosition = Vector3.Lerp(transform.localPosition, CurrentPos.position, 0.1f); transform.localRotation = Quaternion.Slerp(transform.localRotation, CurrentPos.rotation, 0.1f); }
IEnumerator Rexar(int Layer, Collider2D other) { B1.SetActive(true); Tr1.position = Pos1; B1.layer = Layer; B1.GetComponent <Ball> ().Direction = Direction1; B2.SetActive(true); Tr2.position = Pos2; B2.layer = Layer; B2.GetComponent <Ball> ().Direction = Direction2; //Rb2 = other.GetComponent<Rigidbody2D> (); B3.SetActive(true); Tr3.position = Pos3; B3.layer = Layer; B3.GetComponent <Ball> ().Direction = Direction2; B4.SetActive(true); Tr4.position = Pos4; B4.layer = Layer; B4.GetComponent <Ball> ().Direction = Direction2; yield return(new WaitForSeconds(0.1f)); if (isChange) { if (Layer.Equals(8)) { //Debug.Log ("AAA"); for (int i = 0; i < 4; i++) { Change [i].color = new Color(0.0f, 0.0f, 0.0f, 1.0f); } } else if (Layer.Equals(9)) { for (int i = 0; i < 4; i++) { Change [i].color = new Color(230 / 255f, 0.0f, 18 / 255f, 1.0f); } } else if (Layer.Equals(10)) { for (int i = 0; i < 4; i++) { Change [i].color = new Color(0.0f, 153 / 255f, 68 / 255f, 1.0f); } } else if (Layer.Equals(11)) { for (int i = 0; i < 4; i++) { Change [i].color = new Color(249 / 255f, 230 / 255f, 47 / 255f, 1.0f); } } else if (Layer.Equals(12)) { for (int i = 0; i < 4; i++) { Change [i].color = new Color(0.0f, 71 / 255f, 157 / 255f, 1.0f); } } else if (Layer.Equals(13)) { for (int i = 0; i < 4; i++) { Change [i].color = new Color(228 / 255f, 0.0f, 180 / 255f, 1.0f); } } else if (Layer.Equals(14)) { for (int i = 0; i < 4; i++) { Change [i].color = new Color(0.0f, 160 / 255f, 233 / 255f, 1.0f); } } else if (Layer.Equals(15)) { for (int i = 0; i < 4; i++) { Change [i].color = new Color(1.0f, 1.0f, 1.0f, 1.0f); } } } Rb1.Sleep(); B1.GetComponent <TrailRenderer> ().time = Mathf.Infinity; Rb2.Sleep(); B2.GetComponent <TrailRenderer> ().time = Mathf.Infinity; Rb3.Sleep(); B3.GetComponent <TrailRenderer> ().time = Mathf.Infinity; Rb4.Sleep(); B4.GetComponent <TrailRenderer> ().time = Mathf.Infinity; Tr1.position = Pos1; Tr2.position = Pos2; Tr3.position = Pos3; Tr4.position = Pos4; if (Direction1.Equals(1)) { Rb1.AddForce(V * new Vector2(200.0f, 0.0f)); } if (Direction1.Equals(2)) { Rb1.AddForce(V * new Vector2(0.0f, 200.0f)); } if (Direction1.Equals(3)) { Rb1.AddForce(V * new Vector2(-200.0f, 0.0f)); } if (Direction1.Equals(4)) { Rb1.AddForce(V * new Vector2(0.0f, -200.0f)); } if (Direction1.Equals(8)) { Rb1.AddForce(V * new Vector2(141.42f, -141.42f)); } if (Direction1.Equals(7)) { Rb1.AddForce(V * new Vector2(-141.42f, -141.42f)); } if (Direction1.Equals(6)) { Rb1.AddForce(V * new Vector2(-141.42f, 141.42f)); } if (Direction1.Equals(5)) { Rb1.AddForce(V * new Vector2(141.42f, 141.42f)); } if (Direction1.Equals(9)) { Rb1.AddForce(V * new Vector2(178.9869f, 89.24f)); } if (Direction1.Equals(10)) { Rb1.AddForce(V * new Vector2(-178.9869f, 89.24f)); } if (Direction1.Equals(11)) { Rb1.AddForce(V * new Vector2(-178.9869f, -89.24f)); } if (Direction1.Equals(12)) { Rb1.AddForce(V * new Vector2(178.9869f, -89.24f)); } if (Direction1.Equals(13)) { Rb1.AddForce(V * new Vector2(89.24f, 178.9869f)); Tr1.position = Pos1; } if (Direction1.Equals(14)) { Rb1.AddForce(V * new Vector2(-89.24f, 178.9869f)); Tr1.position = Pos1; } if (Direction1.Equals(15)) { Rb1.AddForce(V * new Vector2(-89.24f, -178.9869f)); Tr1.position = Pos1; } if (Direction1.Equals(16)) { Rb1.AddForce(V * new Vector2(89.24f, -178.9869f)); Tr1.position = Pos1; } if (Direction2.Equals(1)) { Rb2.AddForce(V * new Vector2(200.0f, 0.0f)); } if (Direction2.Equals(2)) { Rb2.AddForce(V * new Vector2(0.0f, 200.0f)); } if (Direction2.Equals(3)) { Rb2.AddForce(V * new Vector2(-200.0f, 0.0f)); } if (Direction2.Equals(4)) { Rb2.AddForce(V * new Vector2(0.0f, -200.0f)); } if (Direction2.Equals(6)) { Rb2.AddForce(V * new Vector2(141.42f, -141.42f)); } if (Direction2.Equals(7)) { Rb2.AddForce(V * new Vector2(-141.42f, -141.42f)); } if (Direction2.Equals(8)) { Rb2.AddForce(V * new Vector2(-141.42f, 141.42f)); } if (Direction2.Equals(5)) { Rb2.AddForce(V * new Vector2(141.42f, 141.42f)); } if (Direction2.Equals(9)) { Rb2.AddForce(V * new Vector2(178.9869f, 89.24f)); } if (Direction2.Equals(10)) { Rb2.AddForce(V * new Vector2(-178.9869f, 89.24f)); } if (Direction2.Equals(11)) { Rb2.AddForce(V * new Vector2(-178.9869f, -89.24f)); } if (Direction2.Equals(12)) { Rb2.AddForce(V * new Vector2(178.9869f, -89.24f)); } if (Direction2.Equals(13)) { Rb2.AddForce(V * new Vector2(89.24f, 178.9869f)); Tr2.position = Pos2; } if (Direction2.Equals(14)) { Rb2.AddForce(V * new Vector2(-89.24f, 178.9869f)); Tr2.position = Pos2; } if (Direction2.Equals(15)) { Rb2.AddForce(V * new Vector2(-89.24f, -178.9869f)); Tr2.position = Pos2; } if (Direction2.Equals(16)) { Rb2.AddForce(V * new Vector2(89.24f, -178.9869f)); Tr2.position = Pos2; } if (Direction3.Equals(1)) { Rb3.AddForce(V * new Vector2(200.0f, 0.0f)); } if (Direction3.Equals(2)) { Rb3.AddForce(V * new Vector2(0.0f, 200.0f)); } if (Direction3.Equals(3)) { Rb3.AddForce(V * new Vector2(-200.0f, 0.0f)); } if (Direction3.Equals(4)) { Rb3.AddForce(V * new Vector2(0.0f, -200.0f)); } if (Direction3.Equals(6)) { Rb3.AddForce(V * new Vector2(141.42f, -141.42f)); } if (Direction3.Equals(7)) { Rb3.AddForce(V * new Vector2(-141.42f, -141.42f)); } if (Direction3.Equals(8)) { Rb3.AddForce(V * new Vector2(-141.42f, 141.42f)); } if (Direction3.Equals(5)) { Rb3.AddForce(V * new Vector2(141.42f, 141.42f)); } if (Direction3.Equals(9)) { Rb1.AddForce(V * new Vector2(178.9869f, 89.24f)); } if (Direction3.Equals(10)) { Rb3.AddForce(V * new Vector2(-178.9869f, 89.24f)); } if (Direction3.Equals(11)) { Rb3.AddForce(V * new Vector2(-178.9869f, -89.24f)); } if (Direction3.Equals(12)) { Rb3.AddForce(V * new Vector2(178.9869f, -89.24f)); } if (Direction3.Equals(13)) { Rb3.AddForce(V * new Vector2(89.24f, 178.9869f)); Tr3.position = Pos3; } if (Direction3.Equals(14)) { Rb3.AddForce(V * new Vector2(-89.24f, 178.9869f)); Tr3.position = Pos3; } if (Direction3.Equals(15)) { Rb3.AddForce(V * new Vector2(-89.24f, -178.9869f)); Tr3.position = Pos3; } if (Direction3.Equals(16)) { Rb3.AddForce(V * new Vector2(89.24f, -178.9869f)); Tr3.position = Pos3; } if (Direction4.Equals(1)) { Rb4.AddForce(V * new Vector2(200.0f, 0.0f)); } if (Direction4.Equals(2)) { Rb4.AddForce(V * new Vector2(0.0f, 200.0f)); } if (Direction4.Equals(3)) { Rb4.AddForce(V * new Vector2(-200.0f, 0.0f)); } if (Direction4.Equals(4)) { Rb4.AddForce(V * new Vector2(0.0f, -200.0f)); } if (Direction4.Equals(6)) { Rb4.AddForce(V * new Vector2(141.42f, -141.42f)); } if (Direction4.Equals(7)) { Rb4.AddForce(V * new Vector2(-141.42f, -141.42f)); } if (Direction4.Equals(8)) { Rb4.AddForce(V * new Vector2(-141.42f, 141.42f)); } if (Direction4.Equals(5)) { Rb4.AddForce(V * new Vector2(141.42f, 141.42f)); } if (Direction4.Equals(9)) { Rb4.AddForce(V * new Vector2(178.9869f, 89.24f)); } if (Direction4.Equals(10)) { Rb4.AddForce(V * new Vector2(-178.9869f, 89.24f)); } if (Direction4.Equals(11)) { Rb4.AddForce(V * new Vector2(-178.9869f, -89.24f)); } if (Direction4.Equals(12)) { Rb4.AddForce(V * new Vector2(178.9869f, -89.24f)); } if (Direction4.Equals(13)) { Rb4.AddForce(V * new Vector2(89.24f, 178.9869f)); Tr4.position = Pos4; } if (Direction4.Equals(14)) { Rb4.AddForce(V * new Vector2(-89.24f, 178.9869f)); Tr4.position = Pos4; } if (Direction4.Equals(15)) { Rb4.AddForce(V * new Vector2(-89.24f, -178.9869f)); Tr4.position = Pos4; } if (Direction4.Equals(16)) { Rb4.AddForce(V * new Vector2(89.24f, -178.9869f)); Tr4.position = Pos4; } B1.GetComponent <Ball> ().Direction = Direction1; B2.GetComponent <Ball> ().Direction = Direction2; B3.GetComponent <Ball> ().Direction = Direction3; B4.GetComponent <Ball> ().Direction = Direction4; other.GetComponent <Rigidbody2D>().Sleep(); }