private void OnCollisionEnter2D(Collision2D collision) { int newType = (int)type - 1; if (newType > 0) { switch ((BRICK_TYPE)newType) { case BRICK_TYPE.MID: sprite.color = Color.yellow; type = (BRICK_TYPE)newType; break; case BRICK_TYPE.SOFT: sprite.color = Color.red; type = (BRICK_TYPE)newType; break; } } else { boxCollider.isTrigger = true; sprite.enabled = false; } }
// Use this for initialization void Start() { boxCollider = GetComponent <BoxCollider2D>(); sprite = GetComponent <SpriteRenderer>(); type = (BRICK_TYPE)Mathf.FloorToInt(Random.Range(1f, 4f)); switch (type) { case BRICK_TYPE.HARD: sprite.color = Color.green; break; case BRICK_TYPE.MID: sprite.color = Color.yellow; break; case BRICK_TYPE.SOFT: sprite.color = Color.red; break; default: break; } }
void assignCorrectBrickType() { if(isExploding) { brickType = BRICK_TYPE.EXPLODING; } else if (isInvisible) { brickType = BRICK_TYPE.INVISIBLE; } else if(!IsBreakable) { brickType = BRICK_TYPE.INDESTRUCTIBLE; } else if (maxHits == 3){ brickType = BRICK_TYPE.NORMAL_3_HIT; } else if (maxHits == 2){ brickType = BRICK_TYPE.NORMAL_2_HIT; } else if (maxHits == 1){ brickType = BRICK_TYPE.NORMAL_1_HIT; } Debug.Log(brickType); }