private void ResetGame() { paddlePlayer = new PlayerPaddle(40, (int)(SceneManager.WindowHeight * 0.5)); paddlePlayer.Init(); paddleAI = new AIPaddle(SceneManager.WindowWidth - 40, (int)(SceneManager.WindowHeight * 0.5)); paddleAI.Init(); ball = new Ball((int)(SceneManager.WindowWidth * 0.5), (int)(SceneManager.WindowHeight * 0.5)); ball.Init(); }
private void AddBall() { Scoreboard.text = "Player: " + playerScore + " AI: " + AIScore; if (ball != null) { Destroy(ball.gameObject); } ball = Instantiate(BallPrefab, PlayerPaddle.transform.position + PlayerPaddle.forward * 0.5f, Quaternion.identity, PlayerPaddle.transform); PlayerPaddle.GetComponent <PlayerPaddleController>().Ball = ball; AIPaddle.GetComponent <AIPaddleController>().Ball = ball; }
private void Start() { _ball = Instantiate(_ballPrefab, Vector3.zero, Quaternion.identity).GetComponent <Ball>(); _aiPaddle = Instantiate(_aiPaddlePrefab, new Vector3(_playerPaddleSpawnPosition.x, -_playerPaddleSpawnPosition.y), Quaternion.identity).GetComponent <AIPaddle>(); _player = Instantiate(_playerPaddlePrefab, new Vector3(_playerPaddleSpawnPosition.x, _playerPaddleSpawnPosition.y), Quaternion.identity).GetComponent <Player>(); _aiPaddle.SetBallTarget(_ball.transform); _inputManager = new InputManager(); _inputStateCaretaker = new Caretaker <InputState>(_inputManager); _ballStateCaretaker = new Caretaker <BallState>(_ball); _inputStateSimulationManager = new SimulationManager <InputState>(_inputStateCaretaker); _ballStateSimulationManager = new SimulationManager <BallState>(_ballStateCaretaker); gameState.state = GameStateEnum.InGame; }