public void ClearBuff() { Rigidbody2D ballRidigBody = ball.GetComponent <Rigidbody2D>(); BallPhysics ballPhysics = ball.GetComponent <BallPhysics>(); ballPhysics.SetSpeedX(ballPhysics.InitalSpeedX); ballPhysics.SetSpeedY(ballPhysics.InitalSpeedY); ballRidigBody.velocity = new Vector2(ballRidigBody.velocity.x / Mathf.Pow(speedFactor, stack), ballRidigBody.velocity.y / Mathf.Pow(speedFactor, stack)); stack = 0; duration = 0; }
public void Effect() { SetStack(stack + 1); Rigidbody2D ballRidigBody = ball.GetComponent <Rigidbody2D>(); BallPhysics ballPhysics = ball.GetComponent <BallPhysics>(); ballPhysics.SetSpeedX(ballPhysics.speedX * speedFactor); ballPhysics.SetSpeedY(ballPhysics.speedY * speedFactor); SetDuration(30); ballRidigBody.velocity = new Vector2(ballRidigBody.velocity.x * speedFactor, ballRidigBody.velocity.y * speedFactor); }
public void ResetBallSpeedBuff() { isSlowDown = false; Rigidbody2D ballRidigBody = ball.GetComponent <Rigidbody2D>(); BallPhysics ballPhysics = ball.GetComponent <BallPhysics>(); ballPhysics.SetSpeedX(ballPhysics.InitalSpeedX); ballPhysics.SetSpeedY(ballPhysics.InitalSpeedY); ballRidigBody.velocity = new Vector2(ballRidigBody.velocity.x / Mathf.Pow(decreaseBallSpeedFactor, DecreaseBallSpeedStack), ballRidigBody.velocity.y / Mathf.Pow(decreaseBallSpeedFactor, DecreaseBallSpeedStack)); DecreaseBallSpeedStack = 0; decreaseBallSpeedDuration = 0; }
public void DecreaseBallSpeedEffect(float time) { isSlowDown = true; SetDecreaseBallSpeed(DecreaseBallSpeedStack + 1); Rigidbody2D ballRidigBody = ball.GetComponent <Rigidbody2D>(); BallPhysics ballPhysics = ball.GetComponent <BallPhysics>(); ballPhysics.SetSpeedX(ballPhysics.speedX * decreaseBallSpeedFactor); ballPhysics.SetSpeedY(ballPhysics.speedY * decreaseBallSpeedFactor); decreaseBallSpeedDuration = time; ballRidigBody.velocity = new Vector2(ballRidigBody.velocity.x * decreaseBallSpeedFactor, ballRidigBody.velocity.y * decreaseBallSpeedFactor); }