Example #1
0
    // Spawns ball with given difficulty parameters
    public void SpawnBall(BallSize size, BallSpeed speed, BallInitAngle initAngle, BallHorizDirection hDirect)
    {
        SetSpeed(speed);
        SetAngle(initAngle);
        SetSize(size);
        SetDirection(hDirect);
        Vector3 chosenSpawn = ChooseSpawn();

        currBalls += 1;
        //vertDirection = Random.Range(0, 2) * 2 - 1;
        //initialImpulse = new Vector3(initialImpulse.x * horizDirection, initialImpulse.y, initialImpulse.z * vertDirection);
        ball.GetComponent <BallBehavior>().initialImpulse = initialImpulse;
        Instantiate(ball, chosenSpawn, Quaternion.identity);
        Debug.Log("Spawned ball.");
        ResetBallPrefab();
    }
Example #2
0
 // Sets up intialImpulse to properly reflect the selected initial horizontal direction
 void SetDirection(BallHorizDirection hDirect)
 {
     if (hDirect.Equals(BallHorizDirection.Left))
     {
         initialImpulse = new Vector3(initialImpulse.x * -1, initialImpulse.y, initialImpulse.z);
     }
     if (hDirect.Equals(BallHorizDirection.Right))
     {
         // Do nothing, as ball will default to right
     }
     if (hDirect.Equals(BallHorizDirection.Random))
     {
         int direct = Random.Range(0, 2) * 2 - 1;
         initialImpulse = new Vector3(initialImpulse.x * direct, initialImpulse.y, initialImpulse.z);
     }
 }