Example #1
0
    public void PopBall()
    {
        GameManager._instance.NotifyBallPopped(gameObject.tag);

        GameObject LeftBall  = ObjectPoolList._instance.SpawnObject(nextPrefabOnPop.ToString(), transform.position);
        GameObject RightBall = ObjectPoolList._instance.SpawnObject(nextPrefabOnPop.ToString(), transform.position);

        if (LeftBall != null)
        {
            BallMovement LeftBallMove = LeftBall.GetComponent <BallMovement>();
            if (LeftBallMove != null)
            {
                LeftBallMove.SetBallxDirection(-1);
                LeftBallMove.InitialJump();
            }
        }

        if (RightBall != null)
        {
            BallMovement RightBallMove = RightBall.GetComponent <BallMovement>();
            if (RightBallMove != null)
            {
                RightBallMove.SetBallxDirection(1);
                RightBallMove.InitialJump();
            }
        }

        gameObject.SetActive(false);
    }
Example #2
0
    // Generating the level based on AppModel._instance.levels[LevelToLoad]
    IEnumerator LevelSpawner(int LevelID)
    {
        Time.timeScale = 1;

        // load new game by the level index
        LevelsModel incomingLevel = AppModel._instance.levels[LevelID];

        isGameRunning = false;
        // clear previous objects
        ObjectPoolList._instance.DespawnAll();

        // spawn player/s
        AppModel._instance.game.playersAlive = AppModel._instance.game.totalPlayers;
        //Debug.Log("new game with "+ AppModel._instance.game.totalPlayers+ " player");
        if (AppModel._instance.game.totalPlayers == 2)
        {
            // player 1 is active
            player1.transform.position = incomingLevel.Player1SpawnPoint.position;
            player1.gameObject.SetActive(true);
            AppModel._instance.player[0].b_canMove  = true;
            AppModel._instance.player[0].b_canShoot = true;
            AppModel._instance.player[0].lives      = 1;
            // player 2 is active
            player2.transform.position = incomingLevel.Player2SpawnPoint.position;
            player2.gameObject.SetActive(true);
            AppModel._instance.player[1].b_canMove  = true;
            AppModel._instance.player[1].b_canShoot = true;
            AppModel._instance.player[1].lives      = 1;
        }
        else if (AppModel._instance.game.totalPlayers == 1)
        {
            // player 1 is active
            player1.gameObject.SetActive(true);
            player1.transform.position              = incomingLevel.Player1SpawnPoint.position;
            AppModel._instance.player[0].b_canMove  = true;
            AppModel._instance.player[0].b_canShoot = true;
            AppModel._instance.player[0].lives      = 1;
            // player 2 is not active
            player2.gameObject.SetActive(false);
            AppModel._instance.player[1].lives = 0;
        }
        AppModel._instance.game.CountdownLeft = incomingLevel.TimerCountdown;
        // generate level
        int totalBallsCount = 0;
        List <BallMovement> NewBallsList = new List <BallMovement>();

        for (int i = 0; i < incomingLevel.Balls.Length; i++)
        {
            // spawn balls
            GameObject NewBall = ObjectPoolList._instance.SpawnObject(incomingLevel.Balls[i].BallSize.ToString(), incomingLevel.Balls[i].BallSpawnPoint.position);
            // change ball properties
            BallMovement NewBallScript = NewBall.GetComponent <BallMovement>();
            if (NewBallScript != null)
            {
                NewBallScript.SetBallSpeed(); // this sets the internall vector2 'velo' that moves the ball to the current level speed
                NewBallScript.SetBallxDirection(incomingLevel.Balls[i].BallInitialDirection);
                NewBallScript.m_Rigidbody.simulated = false;
                NewBallsList.Add(NewBallScript);
            }
            // add ball as collective sum of inner balls to calculate total balls count in the level
            totalBallsCount += GetTotalBallsCountBySize(incomingLevel.Balls[i].BallSize);
        }
        // saves the level's total balls count to check against win condition
        AppModel._instance.game.ballsLeft = totalBallsCount;

        float DelayBeforeLevelStarts = 3f;

        StartIncomingLevelAnimation(true, DelayBeforeLevelStarts);

        yield return(new WaitForSecondsRealtime(DelayBeforeLevelStarts));

        StartIncomingLevelAnimation(false, 0f);
        isGameRunning = true;

        // give all balls an initial jump
        foreach (BallMovement bm in NewBallsList.ToArray())
        {
            bm.m_Rigidbody.simulated = true;
            bm.InitialJump();
        }

        //Debug.Log("LevelSpawner(" + incomingLevel.LevelID + ") Ended ");
    }