public void SpawnBallEffect(GameObject effect, BallBehav.BallType type, Vector3 position, float duration) { GameObject result = GameObject.Instantiate(effect, position, Quaternion.identity) as GameObject; result.GetComponent<EffectAct>().SetLifeTimer(duration); result.GetComponent<EffectAct>().SetType(type); if(type == BallBehav.BallType.freeze) { Vector3 pos = result.transform.position; result.transform.position = new Vector3 (pos.x, 0.01f, pos.z); result.GetComponent<Renderer>().material.color = FreezeColor; } }
public void UpdateBall(BallBehav.BallType type, int number) { string ballName = "Unknown"; string ballNum = number.ToString(); switch(type){ case BallBehav.BallType.bullet: currBallColor = BulletColor; ballName = "Bullet"; ballNum = "Infinite"; break; case BallBehav.BallType.explode: currBallColor = ExplodeColor; ballName = "Bomb"; break; case BallBehav.BallType.freeze: currBallColor = FreezeColor; ballName = "Gravity"; break; case BallBehav.BallType.shotgun: currBallColor = ShotgunColor; ballName = "Shotgun"; break; } if(Ball_Info) Ball_Info.text = "Ammo: " + ballName + " - " + ballNum; }
public void SetType(BallBehav.BallType type) { this.type = type; }