Example #1
0
    IEnumerator WaitForClearScreen()
    {
        yield return(new WaitUntil(() => GamePrefs.temp_remaning_projectiles_shot == Projectiles_Instantiated - 1));

        yield return(new WaitForSeconds(0.5f));

        //SoundManager.Instance.ClickLevelCompleteSound();
        Upcoming2.GetComponent <SpriteRenderer>().enabled = false;
        gameManager.OnShootCannonEmpty();
    }
Example #2
0
    void ShootTillCannonEmpty()
    {
        if (GamePrefs.NO_OF_BUBBLES > 0)
        {
            GamePrefs.NO_OF_BUBBLES--;

            //B_count.UpdateCount();
            if (GamePrefs.NO_OF_BUBBLES == 1)
            {
                Upcoming1.GetComponent <SpriteRenderer>().enabled = false;
                Upcoming2.GetComponent <SpriteRenderer>().enabled = false;
            }

            Spawnpoint.gameObject.layer = LayerMask.NameToLayer("Falling");
            Destroy(Spawnpoint.GetComponent <Obstacle>());
            Spawnpoint.GetComponent <SpriteRenderer>().sortingOrder     = 55;
            Spawnpoint.GetComponent <CircleCollider2D>().sharedMaterial = bubble_physics;
            Spawnpoint.GetComponent <Rigidbody2D>().mass         = 0.8f;
            Spawnpoint.GetComponent <Rigidbody2D>().angularDrag  = 0.0f;
            Spawnpoint.GetComponent <Rigidbody2D>().gravityScale = 0.8f;
            Vector2 velocity = Spawnpoint.transform.rotation * Parent.transform.up * 130;

            //Spawnpoint.gameObject.layer = LayerMask.NameToLayer("Falling");
            Projectiles_Instantiated++;
            Spawnpoint.name = "Wasted" + Projectiles_Instantiated;
            //print("projectile instantiated "+Spawnpoint.name);
            projectile.AddForce(velocity * 40);
            Invoke("DelayForSelfCollision", 0.03f);
            //Spawnpoint.GetComponent<CircleCollider2D>().isTrigger = false;



            //GameObject temp = RemainingPooler.GetPooledObject();   // Instantiate new bubble
            //temp.SetActive(true);
            ////Spawnpoint.gameObject.layer = LayerMask.NameToLayer("Falling");


            //temp.GetComponent<SpriteRenderer>().sprite = null;
            //temp.GetComponent<CircleCollider2D>().isTrigger = true;
            //Spawnpoint = temp.transform;                                                // Replaces old spawnpoint transform with new
            //projectile = temp.GetComponent<Rigidbody2D>();
            //if (GamePrefs.NO_OF_BUBBLES == 0)
            //{
            //    Spawnpoint.GetComponent<SpriteRenderer>().enabled = false;
            //}
        }
        else
        {
            StartCoroutine("WaitForClearScreen");
            CancelInvoke("ShootTillCannonEmpty");
        }
    }