void Start() { tracker = FindObjectOfType <BubbleTracker>(); audiodata = GetComponent <AudioSource>(); movement = GetComponent <BubbleMovement>(); particle1 = GetComponentInChildren <ParticleSystem>(); }
void PCTestControl() { if (Input.GetKey(KeyCode.Mouse0)) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity, bubbleLayer)) { BubbleMovement bm = hit.transform.GetComponent <BubbleMovement>(); switch (bm.bubbleType) { case BubbleMovement.BubbleType.bubble: sh.AddScore(); tm.AddTime(bm.timeFracture); Instantiate(deathpop, hit.transform.position, hit.transform.rotation); Destroy(hit.transform.gameObject); break; case BubbleMovement.BubbleType.deathBubble: tm.LoseTime(bm.timeFracture); Instantiate(pop, hit.transform.position, hit.transform.rotation); Destroy(hit.transform.gameObject); break; case BubbleMovement.BubbleType.timeBubble: sh.AddScore(); tm.AddTime(bm.timeFracture); Instantiate(timePop, hit.transform.position, hit.transform.rotation); Destroy(hit.transform.gameObject); break; case BubbleMovement.BubbleType.explodingBubble: sh.AddScore(); tm.AddTime(bm.timeFracture); Instantiate(explosion, hit.transform.position, hit.transform.rotation); Destroy(hit.transform.gameObject); break; case BubbleMovement.BubbleType.laserBubble: sh.AddScore(); tm.AddTime(bm.timeFracture); Instantiate(laserpop, hit.transform.position, hit.transform.rotation); Destroy(hit.transform.gameObject); laserMode = true; break; } } } }
void OnTriggerEnter(Collider other) { if (other.GetComponent <BubbleMovement>() != null) { BubbleMovement bm = other.transform.GetComponent <BubbleMovement>(); switch (bm.bubbleType) { case BubbleMovement.BubbleType.bubble: sh.AddScore(); tm.AddTime(bm.timeFracture); Instantiate(pop, other.transform.position, other.transform.rotation); Destroy(other.transform.gameObject); break; default: break; } } }
void OnTriggerEnter(Collider other) { if (other.GetComponent <BubbleMovement>() != null) { BubbleMovement bm = other.transform.GetComponent <BubbleMovement>(); switch (bm.bubbleType) { case BubbleMovement.BubbleType.bubble: sh.AddScore(); tm.AddTime(bm.timeFracture); Instantiate(pop, other.transform.position, other.transform.rotation); Destroy(other.transform.gameObject); break; case BubbleMovement.BubbleType.timeBubble: sh.AddScore(); tm.AddTime(bm.timeFracture); Instantiate(input.timePop, other.transform.position, other.transform.rotation); Destroy(other.transform.gameObject); break; case BubbleMovement.BubbleType.explodingBubble: sh.AddScore(); tm.AddTime(bm.timeFracture); Instantiate(input.explosion, other.transform.position, other.transform.rotation); Destroy(other.transform.gameObject); break; case BubbleMovement.BubbleType.laserBubble: sh.AddScore(); tm.AddTime(bm.timeFracture); Instantiate(input.laserpop, other.transform.position, other.transform.rotation); Destroy(other.transform.gameObject); input.laserModeCooldown = input.laserModeDelay; input.laserMode = true; break; } } }
void AndroidControl() { if (Input.touchCount > 0) { /* Ray ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position); * RaycastHit hit; * if (Physics.Raycast(ray, out hit, Mathf.Infinity, bubbleLayer)) * { * Debug.Log(hit.point); * Destroy(hit.transform.gameObject); * } */ foreach (Touch t in Input.touches) { Ray ray = Camera.main.ScreenPointToRay(t.position); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity, bubbleLayer)) { BubbleMovement bm = hit.transform.GetComponent <BubbleMovement>(); switch (bm.bubbleType) { case BubbleMovement.BubbleType.bubble: sh.AddScore(); tm.AddTime(bm.timeFracture); Instantiate(deathpop, hit.transform.position, hit.transform.rotation); Destroy(hit.transform.gameObject); break; case BubbleMovement.BubbleType.deathBubble: tm.LoseTime(bm.timeFracture); Instantiate(pop, hit.transform.position, hit.transform.rotation); Destroy(hit.transform.gameObject); break; case BubbleMovement.BubbleType.timeBubble: sh.AddScore(); tm.AddTime(bm.timeFracture); Instantiate(timePop, hit.transform.position, hit.transform.rotation); Destroy(hit.transform.gameObject); break; case BubbleMovement.BubbleType.explodingBubble: sh.AddScore(); tm.AddTime(bm.timeFracture); Instantiate(explosion, hit.transform.position, hit.transform.rotation); Destroy(hit.transform.gameObject); break; case BubbleMovement.BubbleType.laserBubble: sh.AddScore(); tm.AddTime(bm.timeFracture); Instantiate(laserpop, hit.transform.position, hit.transform.rotation); Destroy(hit.transform.gameObject); laserMode = true; break; } /* * if (bm.hostile) * { * tm.LoseTime(bm.timeFracture); * Instantiate(pop, hit.transform.position, hit.transform.rotation); * Destroy(hit.transform.gameObject); * } * else if (!bm.hostile) * { * sh.AddScore(); * tm.AddTime(bm.timeFracture); * Instantiate(deathpop, hit.transform.position, hit.transform.rotation); * Destroy(hit.transform.gameObject); * } * */ } } } }