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;
    }
Exemple #3
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    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;
    }