Exemple #1
0
 void Reset()
 {
     isPlaying = false;
     isCopied  = false;
     B1.GetComponent <TrailRenderer>().time = 0.0f;
     B1.SetActive(false);
     B1.GetComponent <Ball>().Dead          = false;
     B2.GetComponent <TrailRenderer>().time = 0.0f;
     B2.SetActive(false);
     B2.GetComponent <Ball>().Dead = false;
     B3.SetActive(false);
     B3.GetComponent <TrailRenderer>().time = 0.0f;
     B3.GetComponent <Ball>().Dead          = false;
     B4.SetActive(false);
     B4.GetComponent <TrailRenderer>().time = 0.0f;
     B4.GetComponent <Ball>().Dead          = false;
     B5.SetActive(false);
     B5.GetComponent <TrailRenderer>().time = 0.0f;
     B5.GetComponent <Ball>().Dead          = false;
     B6.SetActive(false);
     B6.GetComponent <TrailRenderer>().time = 0.0f;
     B6.GetComponent <Ball>().Dead          = false;
     B7.SetActive(false);
     B7.GetComponent <TrailRenderer>().time = 0.0f;
     B7.GetComponent <Ball>().Dead          = false;
     ChangeColor(0);
 }
Exemple #2
0
    //public GameObject Starter;
    //bool A = true;
    //bool B = true;

    // Use this for initialization
    void Awake()
    {
        isPlaying = false;
        isCopied  = false;
        //StartCoroutine ("Updat");
        Rb1  = B1.GetComponent <Rigidbody2D> ();
        Rb2  = B2.GetComponent <Rigidbody2D> ();
        Rb3  = B3.GetComponent <Rigidbody2D> ();
        Rb4  = B4.GetComponent <Rigidbody2D> ();
        Rb5  = B5.GetComponent <Rigidbody2D> ();
        Rb6  = B6.GetComponent <Rigidbody2D> ();
        Rb7  = B7.GetComponent <Rigidbody2D> ();
        Tr1  = B1.transform;
        Tr2  = B2.transform;
        Tr3  = B3.transform;
        Tr4  = B4.transform;
        Tr5  = B5.transform;
        Tr6  = B6.transform;
        Tr7  = B7.transform;
        Pos1 = Out1.transform.position;
        Pos2 = Out2.transform.position;
        Pos3 = Out3.transform.position;
        Pos4 = Out4.transform.position;
        Pos5 = Out5.transform.position;
        Pos6 = Out6.transform.position;
        Pos7 = Out7.transform.position;
        S    = GetComponent <SpriteRenderer> ();
    }
Exemple #3
0
    void Reset()
    {
        if (isChange)
        {
            for (int i = 0; i < 4; i++)
            {
                Change [i].color = new Color(0.0f, 0.0f, 0.0f, 0.0f);
            }
        }

        StopCoroutine("Rexar");
        isPlaying = false;
        isCopied  = false;
        B1.GetComponent <TrailRenderer>().time = 0.0f;
        B1.SetActive(false);
        B1.GetComponent <Ball>().Dead          = false;
        B2.GetComponent <TrailRenderer>().time = 0.0f;
        B2.SetActive(false);
        B2.GetComponent <Ball>().Dead = false;
        B3.SetActive(false);
        B3.GetComponent <TrailRenderer>().time = 0.0f;
        B3.GetComponent <Ball>().Dead          = false;
        B4.SetActive(false);
        B4.GetComponent <TrailRenderer>().time = 0.0f;
        B4.GetComponent <Ball>().Dead          = false;
        ChangeColor(0);
    }
        // Update is called once per frame
        void Update()
        {
            //StateManager sm = TrackerManager.Instance.GetStateManager();
            //IEnumerable<TrackableBehaviour> tbs = sm.GetActiveTrackableBehaviours();

            B1.GetComponent <Button> ().onClick.AddListener(delegate {
                if (click)
                {
                    BlackFade.gameObject.SetActive(true);
                    Q1.gameObject.SetActive(true);
                }
            });

            B2.GetComponent <Button> ().onClick.AddListener(delegate {
                if (click)
                {
                    BlackFade.gameObject.SetActive(true);
                    Q2.gameObject.SetActive(true);
                }
            });

            B3.GetComponent <Button> ().onClick.AddListener(delegate {
                if (click)
                {
                    BlackFade.gameObject.SetActive(true);
                    Q3.gameObject.SetActive(true);
                }
            });

            B4.GetComponent <Button> ().onClick.AddListener(delegate {
                if (click)
                {
                    BlackFade.gameObject.SetActive(true);
                    Q4.gameObject.SetActive(true);
                }
            });

            B5.GetComponent <Button> ().onClick.AddListener(delegate {
                if (click)
                {
                    BlackFade.gameObject.SetActive(true);
                    Q5.gameObject.SetActive(true);
                }
            });

            BlackFade.GetComponent <Button> ().onClick.AddListener(delegate {
                if (click)
                {
                    BlackFade.gameObject.SetActive(false);
                    Q1.gameObject.SetActive(false);
                    Q2.gameObject.SetActive(false);
                    Q3.gameObject.SetActive(false);
                    Q4.gameObject.SetActive(false);
                    Q5.gameObject.SetActive(false);
                }
            });
        }
Exemple #5
0
 // Start is called before the first frame update
 void Start()
 {
     bsc    = bs.GetComponent <Text>();
     wsc    = ws.GetComponent <Text>();
     winner = win.GetComponent <Text>();
     rbb    = new Rigidbody[5];
     rbw    = new Rigidbody[5];
     scb    = new Shoot_Black[5];
     scw    = new Shoot_White[5];
     rbb[0] = B0.GetComponent <Rigidbody>();
     rbb[1] = B1.GetComponent <Rigidbody>();
     rbb[2] = B2.GetComponent <Rigidbody>();
     rbb[3] = B3.GetComponent <Rigidbody>();
     rbb[4] = B4.GetComponent <Rigidbody>();
     rbw[0] = W0.GetComponent <Rigidbody>();
     rbw[1] = W1.GetComponent <Rigidbody>();
     rbw[2] = W2.GetComponent <Rigidbody>();
     rbw[3] = W3.GetComponent <Rigidbody>();
     rbw[4] = W4.GetComponent <Rigidbody>();
     scb[0] = B0.GetComponent <Shoot_Black>();
     scb[1] = B1.GetComponent <Shoot_Black>();
     scb[2] = B2.GetComponent <Shoot_Black>();
     scb[3] = B3.GetComponent <Shoot_Black>();
     scb[4] = B4.GetComponent <Shoot_Black>();
     scw[0] = W0.GetComponent <Shoot_White>();
     scw[1] = W1.GetComponent <Shoot_White>();
     scw[2] = W2.GetComponent <Shoot_White>();
     scw[3] = W3.GetComponent <Shoot_White>();
     scw[4] = W4.GetComponent <Shoot_White>();
     for (int i = 0; i < 5; i++)
     {
         rbb[i].velocity = Vector3.zero;
         rbw[i].velocity = Vector3.zero;
         rbb[i].rotation = Quaternion.Euler(new Vector3(0, 0, 0));
         rbw[i].rotation = Quaternion.Euler(new Vector3(0, 0, 0));
         scb[i].alive    = true;
         scw[i].alive    = true;
     }
     rbb[0].position        = new Vector3(-12.5f, 1f, 13f);
     rbb[1].position        = new Vector3(-6f, 1f, 6.5f);
     rbb[2].position        = new Vector3(-12.5f, 1f, 0f);
     rbb[3].position        = new Vector3(-6f, 1f, -6.5f);
     rbb[4].position        = new Vector3(-12.5f, 1f, -13f);
     rbw[0].position        = new Vector3(12.5f, 1f, -13f);
     rbw[1].position        = new Vector3(6f, 1f, -6.5f);
     rbw[2].position        = new Vector3(12.5f, 1f, 0f);
     rbw[3].position        = new Vector3(6f, 1f, 6.5f);
     rbw[4].position        = new Vector3(12.5f, 1f, 13f);
     turnnum                = 0;
     win.transform.position = new Vector3(Screen.width / 2, Screen.height + 500, 0);
 }
Exemple #6
0
 // Use this for initialization
 void Awake()
 {
     //Speed = 0.0f;
     isPlaying = false;
     isCopied  = false;
     //StartCoroutine ("Updat");
     Rb1  = B1.GetComponent <Rigidbody2D> ();
     Rb2  = B2.GetComponent <Rigidbody2D> ();
     Rb3  = B3.GetComponent <Rigidbody2D> ();
     Rb4  = B4.GetComponent <Rigidbody2D> ();
     Tr1  = B1.transform;
     Tr2  = B2.transform;
     Tr3  = B3.transform;
     Tr4  = B4.transform;
     Pos1 = Out1.transform.position;
     Pos2 = Out2.transform.position;
     Pos3 = Out3.transform.position;
     Pos4 = Out4.transform.position;
     S    = GetComponent <SpriteRenderer> ();
 }
Exemple #7
0
 // Use this for initialization
 void Awake()
 {
     //GameObject[] Balls = new GameObject[3];
     isPlaying = false;
     isCopied  = false;
     //StartCoroutine ("Updat");
     Rb1   = B1.GetComponent <Rigidbody2D> ();
     Rb2   = B2.GetComponent <Rigidbody2D> ();
     Rb3   = B3.GetComponent <Rigidbody2D> ();
     Pos1  = Out1.transform.position;
     Pos2  = Out2.transform.position;
     Pos3  = Out3.transform.position;
     Tr1   = B1.transform;
     Tr2   = B2.transform;
     Tr3   = B3.transform;
     BaSc1 = B1.GetComponent <Ball> ();
     BaSc2 = B2.GetComponent <Ball> ();
     BaSc3 = B3.GetComponent <Ball> ();
     Tra1  = B1.GetComponent <TrailRenderer> ();
     Tra2  = B2.GetComponent <TrailRenderer> ();
     Tra3  = B3.GetComponent <TrailRenderer> ();
     S     = GetComponent <SpriteRenderer> ();
 }
Exemple #8
0
    IEnumerator Rexar(int Layer, Collider2D other)
    {
        B1.SetActive(true);
        B1.transform.position = Pos1;
        B1.layer = Layer;
        B1.GetComponent <Ball> ().Direction = Direction1;

        B2.SetActive(true);
        B2.transform.position = Pos2;
        B2.layer = Layer;
        B2.GetComponent <Ball> ().Direction = Direction2;

        B3.SetActive(true);
        B3.transform.position = Pos3;
        B3.layer = Layer;
        B3.GetComponent <Ball> ().Direction = Direction2;
        //Rb2 = other.GetComponent<Rigidbody2D> ();

        yield return(new WaitForSeconds(0.1f));

        if (isChange)
        {
            if (Layer.Equals(8))
            {
                //Debug.Log ("AAA");
                for (int i = 0; i < 3; i++)
                {
                    Change [i].color = new Color(0.0f, 0.0f, 0.0f, 1.0f);
                }
            }
            else if (Layer.Equals(9))
            {
                for (int i = 0; i < 3; i++)
                {
                    Change [i].color = new Color(230 / 255f, 0.0f, 18 / 255f, 1.0f);
                }
            }
            else if (Layer.Equals(10))
            {
                for (int i = 0; i < 3; i++)
                {
                    Change [i].color = new Color(0.0f, 153 / 255f, 68 / 255f, 1.0f);
                }
            }
            else if (Layer.Equals(11))
            {
                for (int i = 0; i < 3; i++)
                {
                    Change [i].color = new Color(249 / 255f, 230 / 255f, 47 / 255f, 1.0f);
                }
            }
            else if (Layer.Equals(12))
            {
                for (int i = 0; i < 3; i++)
                {
                    Change [i].color = new Color(0.0f, 71 / 255f, 157 / 255f, 1.0f);
                }
            }
            else if (Layer.Equals(13))
            {
                for (int i = 0; i < 3; i++)
                {
                    Change [i].color = new Color(228 / 255f, 0.0f, 180 / 255f, 1.0f);
                }
            }
            else if (Layer.Equals(14))
            {
                for (int i = 0; i < 3; i++)
                {
                    Change [i].color = new Color(0.0f, 160 / 255f, 233 / 255f, 1.0f);
                }
            }
            else if (Layer.Equals(15))
            {
                for (int i = 0; i < 3; i++)
                {
                    Change [i].color = new Color(1.0f, 1.0f, 1.0f, 1.0f);
                }
            }
        }

        Direction();
        other.GetComponent <Rigidbody2D>().Sleep();
    }
Exemple #9
0
    // Use this for initialization
    void Start()
    {
        PlayerIcon.GetComponent <SpriteRenderer>().enabled = true;
        A1.GetComponent <SpriteRenderer>().enabled         = false;
        A2.GetComponent <SpriteRenderer>().enabled         = false;
        A3.GetComponent <SpriteRenderer>().enabled         = false;
        A4.GetComponent <SpriteRenderer>().enabled         = false;
        A5.GetComponent <SpriteRenderer>().enabled         = false;
        A6.GetComponent <SpriteRenderer>().enabled         = false;
        A7.GetComponent <SpriteRenderer>().enabled         = false;
        A8.GetComponent <SpriteRenderer>().enabled         = false;
        A9.GetComponent <SpriteRenderer>().enabled         = false;
        A10.GetComponent <SpriteRenderer>().enabled        = false;
        A11.GetComponent <SpriteRenderer>().enabled        = false;
        B1.GetComponent <SpriteRenderer>().enabled         = false;
        B2.GetComponent <SpriteRenderer>().enabled         = false;
        B3.GetComponent <SpriteRenderer>().enabled         = false;
        B4.GetComponent <SpriteRenderer>().enabled         = false;
        B5.GetComponent <SpriteRenderer>().enabled         = false;
        B6.GetComponent <SpriteRenderer>().enabled         = false;
        B7.GetComponent <SpriteRenderer>().enabled         = false;
        B8.GetComponent <SpriteRenderer>().enabled         = false;
        B9.GetComponent <SpriteRenderer>().enabled         = false;
        B10.GetComponent <SpriteRenderer>().enabled        = false;
        B11.GetComponent <SpriteRenderer>().enabled        = false;
        C1.GetComponent <SpriteRenderer>().enabled         = false;
        C2.GetComponent <SpriteRenderer>().enabled         = false;
        C3.GetComponent <SpriteRenderer>().enabled         = false;
        C4.GetComponent <SpriteRenderer>().enabled         = false;
        C5.GetComponent <SpriteRenderer>().enabled         = false;
        C6.GetComponent <SpriteRenderer>().enabled         = false;
        C7.GetComponent <SpriteRenderer>().enabled         = false;
        C8.GetComponent <SpriteRenderer>().enabled         = false;
        C9.GetComponent <SpriteRenderer>().enabled         = false;
        C10.GetComponent <SpriteRenderer>().enabled        = false;
        C11.GetComponent <SpriteRenderer>().enabled        = false;
        D1.GetComponent <SpriteRenderer>().enabled         = false;
        D2.GetComponent <SpriteRenderer>().enabled         = false;
        D3.GetComponent <SpriteRenderer>().enabled         = false;
        D4.GetComponent <SpriteRenderer>().enabled         = false;
        D5.GetComponent <SpriteRenderer>().enabled         = false;
        D6.GetComponent <SpriteRenderer>().enabled         = false;
        D7.GetComponent <SpriteRenderer>().enabled         = false;
        D8.GetComponent <SpriteRenderer>().enabled         = false;
        D9.GetComponent <SpriteRenderer>().enabled         = false;
        D10.GetComponent <SpriteRenderer>().enabled        = false;
        D11.GetComponent <SpriteRenderer>().enabled        = false;
        E1.GetComponent <SpriteRenderer>().enabled         = false;
        E2.GetComponent <SpriteRenderer>().enabled         = false;
        E3.GetComponent <SpriteRenderer>().enabled         = false;
        E4.GetComponent <SpriteRenderer>().enabled         = false;
        E5.GetComponent <SpriteRenderer>().enabled         = false;
        E6.GetComponent <SpriteRenderer>().enabled         = false;
        E7.GetComponent <SpriteRenderer>().enabled         = false;
        E8.GetComponent <SpriteRenderer>().enabled         = false;
        E9.GetComponent <SpriteRenderer>().enabled         = false;
        E10.GetComponent <SpriteRenderer>().enabled        = false;
        E11.GetComponent <SpriteRenderer>().enabled        = false;
        F1.GetComponent <SpriteRenderer>().enabled         = false;
        F2.GetComponent <SpriteRenderer>().enabled         = false;
        F3.GetComponent <SpriteRenderer>().enabled         = false;
        F4.GetComponent <SpriteRenderer>().enabled         = false;
        F5.GetComponent <SpriteRenderer>().enabled         = false;
        F6.GetComponent <SpriteRenderer>().enabled         = false;
        F7.GetComponent <SpriteRenderer>().enabled         = false;
        F8.GetComponent <SpriteRenderer>().enabled         = false;
        F9.GetComponent <SpriteRenderer>().enabled         = false;
        F10.GetComponent <SpriteRenderer>().enabled        = false;
        F11.GetComponent <SpriteRenderer>().enabled        = false;
        G1.GetComponent <SpriteRenderer>().enabled         = false;
        G2.GetComponent <SpriteRenderer>().enabled         = false;
        G3.GetComponent <SpriteRenderer>().enabled         = false;
        G4.GetComponent <SpriteRenderer>().enabled         = false;
        G5.GetComponent <SpriteRenderer>().enabled         = false;
        G6.GetComponent <SpriteRenderer>().enabled         = false;
        G7.GetComponent <SpriteRenderer>().enabled         = false;
        G8.GetComponent <SpriteRenderer>().enabled         = false;
        G9.GetComponent <SpriteRenderer>().enabled         = false;
        G10.GetComponent <SpriteRenderer>().enabled        = false;
        G11.GetComponent <SpriteRenderer>().enabled        = false;
        H1.GetComponent <SpriteRenderer>().enabled         = false;
        H2.GetComponent <SpriteRenderer>().enabled         = false;
        H3.GetComponent <SpriteRenderer>().enabled         = false;
        H4.GetComponent <SpriteRenderer>().enabled         = false;
        H5.GetComponent <SpriteRenderer>().enabled         = false;
        H6.GetComponent <SpriteRenderer>().enabled         = false;
        H7.GetComponent <SpriteRenderer>().enabled         = false;
        H8.GetComponent <SpriteRenderer>().enabled         = false;
        H9.GetComponent <SpriteRenderer>().enabled         = false;
        H10.GetComponent <SpriteRenderer>().enabled        = false;
        H11.GetComponent <SpriteRenderer>().enabled        = false;
        I1.GetComponent <SpriteRenderer>().enabled         = false;
        I2.GetComponent <SpriteRenderer>().enabled         = false;
        I3.GetComponent <SpriteRenderer>().enabled         = false;
        I4.GetComponent <SpriteRenderer>().enabled         = false;
        I5.GetComponent <SpriteRenderer>().enabled         = false;
        I6.GetComponent <SpriteRenderer>().enabled         = false;
        I7.GetComponent <SpriteRenderer>().enabled         = false;
        I8.GetComponent <SpriteRenderer>().enabled         = false;
        I9.GetComponent <SpriteRenderer>().enabled         = false;
        I10.GetComponent <SpriteRenderer>().enabled        = false;
        I11.GetComponent <SpriteRenderer>().enabled        = false;
        J1.GetComponent <SpriteRenderer>().enabled         = false;
        J2.GetComponent <SpriteRenderer>().enabled         = false;
        J3.GetComponent <SpriteRenderer>().enabled         = false;
        J4.GetComponent <SpriteRenderer>().enabled         = false;
        J5.GetComponent <SpriteRenderer>().enabled         = false;
        J6.GetComponent <SpriteRenderer>().enabled         = false;
        J7.GetComponent <SpriteRenderer>().enabled         = false;
        J8.GetComponent <SpriteRenderer>().enabled         = false;
        J9.GetComponent <SpriteRenderer>().enabled         = false;
        J10.GetComponent <SpriteRenderer>().enabled        = false;
        J11.GetComponent <SpriteRenderer>().enabled        = false;
        K1.GetComponent <SpriteRenderer>().enabled         = false;
        K2.GetComponent <SpriteRenderer>().enabled         = false;
        K3.GetComponent <SpriteRenderer>().enabled         = false;
        K4.GetComponent <SpriteRenderer>().enabled         = false;
        K5.GetComponent <SpriteRenderer>().enabled         = false;
        K6.GetComponent <SpriteRenderer>().enabled         = false;
        K7.GetComponent <SpriteRenderer>().enabled         = false;
        K8.GetComponent <SpriteRenderer>().enabled         = false;
        K9.GetComponent <SpriteRenderer>().enabled         = false;
        K10.GetComponent <SpriteRenderer>().enabled        = false;
        K11.GetComponent <SpriteRenderer>().enabled        = false;
        float ratio = Screen.width / Screen.height;

        if (ratio < 2)
        {
            int screenx = 543;
            int screeny = 653;
        }
        else
        {
            int screenx = 743;
            int screeny = 853;
        }
    }
Exemple #10
0
    IEnumerator Rexar(int Layer, Collider2D other)
    {
        B1.SetActive(true);
        Tr1.position = Pos1;
        B1.layer     = Layer;
        B1.GetComponent <Ball> ().Direction = Direction1;

        B2.SetActive(true);
        Tr2.position = Pos2;
        B2.layer     = Layer;
        B2.GetComponent <Ball> ().Direction = Direction2;
        //Rb2 = other.GetComponent<Rigidbody2D> ();
        B3.SetActive(true);
        Tr3.position = Pos3;
        B3.layer     = Layer;
        B3.GetComponent <Ball> ().Direction = Direction2;

        B4.SetActive(true);
        Tr4.position = Pos4;
        B4.layer     = Layer;
        B4.GetComponent <Ball> ().Direction = Direction2;

        B5.SetActive(true);
        Tr5.position = Pos5;
        B5.layer     = Layer;
        B5.GetComponent <Ball> ().Direction = Direction2;
        yield return(new WaitForSeconds(0.1f));

        Rb1.Sleep();
        B1.GetComponent <TrailRenderer> ().time = Mathf.Infinity;
        Rb2.Sleep();
        B2.GetComponent <TrailRenderer> ().time = Mathf.Infinity;
        Rb3.Sleep();
        B3.GetComponent <TrailRenderer> ().time = Mathf.Infinity;
        Rb4.Sleep();
        B4.GetComponent <TrailRenderer> ().time = Mathf.Infinity;
        Rb5.Sleep();
        B5.GetComponent <TrailRenderer> ().time = Mathf.Infinity;
        Tr1.position = Pos1;
        Tr2.position = Pos2;
        Tr3.position = Pos3;
        Tr4.position = Pos4;
        Tr5.position = Pos5;



        if (Direction1.Equals(1))
        {
            Rb1.AddForce(V * new Vector2(200.0f, 0.0f));
        }
        if (Direction1.Equals(2))
        {
            Rb1.AddForce(V * new Vector2(0.0f, 200.0f));
        }
        if (Direction1.Equals(3))
        {
            Rb1.AddForce(V * new Vector2(-200.0f, 0.0f));
        }
        if (Direction1.Equals(4))
        {
            Rb1.AddForce(V * new Vector2(0.0f, -200.0f));
        }
        if (Direction1.Equals(8))
        {
            Rb1.AddForce(V * new Vector2(141.42f, -141.42f));
        }
        if (Direction1.Equals(7))
        {
            Rb1.AddForce(V * new Vector2(-141.42f, -141.42f));
        }
        if (Direction1.Equals(6))
        {
            Rb1.AddForce(V * new Vector2(-141.42f, 141.42f));
        }
        if (Direction1.Equals(5))
        {
            Rb1.AddForce(V * new Vector2(141.42f, 141.42f));
        }
        if (Direction1.Equals(9))
        {
            Rb1.AddForce(V * new Vector2(178.9869f, 89.24f));
        }
        if (Direction1.Equals(10))
        {
            Rb1.AddForce(V * new Vector2(-178.9869f, 89.24f));
        }
        if (Direction1.Equals(11))
        {
            Rb1.AddForce(V * new Vector2(-178.9869f, -89.24f));
        }
        if (Direction1.Equals(12))
        {
            Rb1.AddForce(V * new Vector2(178.9869f, -89.24f));
        }


        if (Direction2.Equals(1))
        {
            Rb2.AddForce(V * new Vector2(200.0f, 0.0f));
        }
        if (Direction2.Equals(2))
        {
            Rb2.AddForce(V * new Vector2(0.0f, 200.0f));
        }
        if (Direction2.Equals(3))
        {
            Rb2.AddForce(V * new Vector2(-200.0f, 0.0f));
        }
        if (Direction2.Equals(4))
        {
            Rb2.AddForce(V * new Vector2(0.0f, -200.0f));
        }
        if (Direction2.Equals(6))
        {
            Rb2.AddForce(V * new Vector2(141.42f, -141.42f));
        }
        if (Direction2.Equals(7))
        {
            Rb2.AddForce(V * new Vector2(-141.42f, -141.42f));
        }
        if (Direction2.Equals(8))
        {
            Rb2.AddForce(V * new Vector2(-141.42f, 141.42f));
        }
        if (Direction2.Equals(5))
        {
            Rb2.AddForce(V * new Vector2(141.42f, 141.42f));
        }
        if (Direction2.Equals(9))
        {
            Rb2.AddForce(V * new Vector2(178.9869f, 89.24f));
        }
        if (Direction2.Equals(10))
        {
            Rb2.AddForce(V * new Vector2(-178.9869f, 89.24f));
        }
        if (Direction2.Equals(11))
        {
            Rb2.AddForce(V * new Vector2(-178.9869f, -89.24f));
        }
        if (Direction2.Equals(12))
        {
            Rb2.AddForce(V * new Vector2(178.9869f, -89.24f));
        }


        if (Direction3.Equals(1))
        {
            Rb3.AddForce(V * new Vector2(200.0f, 0.0f));
        }
        if (Direction3.Equals(2))
        {
            Rb3.AddForce(V * new Vector2(0.0f, 200.0f));
        }
        if (Direction3.Equals(3))
        {
            Rb3.AddForce(V * new Vector2(-200.0f, 0.0f));
        }
        if (Direction3.Equals(4))
        {
            Rb3.AddForce(V * new Vector2(0.0f, -200.0f));
        }
        if (Direction3.Equals(6))
        {
            Rb3.AddForce(V * new Vector2(141.42f, -141.42f));
        }
        if (Direction3.Equals(7))
        {
            Rb3.AddForce(V * new Vector2(-141.42f, -141.42f));
        }
        if (Direction3.Equals(8))
        {
            Rb3.AddForce(V * new Vector2(-141.42f, 141.42f));
        }
        if (Direction3.Equals(5))
        {
            Rb3.AddForce(V * new Vector2(141.42f, 141.42f));
        }
        if (Direction3.Equals(9))
        {
            Rb1.AddForce(V * new Vector2(178.9869f, 89.24f));
        }
        if (Direction3.Equals(10))
        {
            Rb3.AddForce(V * new Vector2(-178.9869f, 89.24f));
        }
        if (Direction3.Equals(11))
        {
            Rb3.AddForce(V * new Vector2(-178.9869f, -89.24f));
        }
        if (Direction3.Equals(12))
        {
            Rb3.AddForce(V * new Vector2(178.9869f, -89.24f));
        }


        if (Direction4.Equals(1))
        {
            Rb4.AddForce(V * new Vector2(200.0f, 0.0f));
        }
        if (Direction4.Equals(2))
        {
            Rb4.AddForce(V * new Vector2(0.0f, 200.0f));
        }
        if (Direction4.Equals(3))
        {
            Rb4.AddForce(V * new Vector2(-200.0f, 0.0f));
        }
        if (Direction4.Equals(4))
        {
            Rb4.AddForce(V * new Vector2(0.0f, -200.0f));
        }
        if (Direction4.Equals(6))
        {
            Rb4.AddForce(V * new Vector2(141.42f, -141.42f));
        }
        if (Direction4.Equals(7))
        {
            Rb4.AddForce(V * new Vector2(-141.42f, -141.42f));
        }
        if (Direction4.Equals(8))
        {
            Rb4.AddForce(V * new Vector2(-141.42f, 141.42f));
        }
        if (Direction4.Equals(5))
        {
            Rb4.AddForce(V * new Vector2(141.42f, 141.42f));
        }
        if (Direction4.Equals(9))
        {
            Rb4.AddForce(V * new Vector2(178.9869f, 89.24f));
        }
        if (Direction4.Equals(10))
        {
            Rb4.AddForce(V * new Vector2(-178.9869f, 89.24f));
        }
        if (Direction4.Equals(11))
        {
            Rb4.AddForce(V * new Vector2(-178.9869f, -89.24f));
        }
        if (Direction4.Equals(12))
        {
            Rb4.AddForce(V * new Vector2(178.9869f, -89.24f));
        }

        if (Direction5.Equals(1))
        {
            Rb5.AddForce(V * new Vector2(200.0f, 0.0f));
        }
        if (Direction5.Equals(2))
        {
            Rb5.AddForce(V * new Vector2(0.0f, 200.0f));
        }
        if (Direction5.Equals(3))
        {
            Rb5.AddForce(V * new Vector2(-200.0f, 0.0f));
        }
        if (Direction5.Equals(4))
        {
            Rb5.AddForce(V * new Vector2(0.0f, -200.0f));
        }
        if (Direction5.Equals(6))
        {
            Rb5.AddForce(V * new Vector2(141.42f, -141.42f));
        }
        if (Direction5.Equals(7))
        {
            Rb5.AddForce(V * new Vector2(-141.42f, -141.42f));
        }
        if (Direction5.Equals(8))
        {
            Rb5.AddForce(V * new Vector2(-141.42f, 141.42f));
        }
        if (Direction5.Equals(5))
        {
            Rb5.AddForce(V * new Vector2(141.42f, 141.42f));
        }
        if (Direction5.Equals(9))
        {
            Rb5.AddForce(V * new Vector2(178.9869f, 89.24f));
        }
        if (Direction5.Equals(10))
        {
            Rb5.AddForce(V * new Vector2(-178.9869f, 89.24f));
        }
        if (Direction5.Equals(11))
        {
            Rb5.AddForce(V * new Vector2(-178.9869f, -89.24f));
        }
        if (Direction5.Equals(12))
        {
            Rb5.AddForce(V * new Vector2(178.9869f, -89.24f));
        }
        B1.GetComponent <Ball> ().Direction = Direction1;
        B2.GetComponent <Ball> ().Direction = Direction2;
        B3.GetComponent <Ball> ().Direction = Direction3;
        B4.GetComponent <Ball> ().Direction = Direction4;
        B5.GetComponent <Ball> ().Direction = Direction5;
        other.GetComponent <Rigidbody2D>().Sleep();
    }
Exemple #11
0
        // Update is called once per frame
        void Update()
        {
            //StateManager sm = TrackerManager.Instance.GetStateManager();
            //IEnumerable<TrackableBehaviour> tbs = sm.GetActiveTrackableBehaviours();

            B1.GetComponent <Button> ().onClick.AddListener(delegate {
                if (click)
                {
                    BlackFade.gameObject.SetActive(true);
                    Q1.gameObject.SetActive(true);
                }
            });

            B2.GetComponent <Button> ().onClick.AddListener(delegate {
                if (click)
                {
                    BlackFade.gameObject.SetActive(true);
                    Q2.gameObject.SetActive(true);
                }
            });

            B3.GetComponent <Button> ().onClick.AddListener(delegate {
                if (click)
                {
                    BlackFade.gameObject.SetActive(true);
                    Q3.gameObject.SetActive(true);
                }
            });

            B4.GetComponent <Button> ().onClick.AddListener(delegate {
                if (click)
                {
                    BlackFade.gameObject.SetActive(true);
                    Q4.gameObject.SetActive(true);
                }
            });

            B5.GetComponent <Button> ().onClick.AddListener(delegate {
                if (click)
                {
                    BlackFade.gameObject.SetActive(true);
                    Q5.gameObject.SetActive(true);
                }
            });

            /*BlackFade.GetComponent<Button> ().onClick.AddListener (delegate {
             *      if (click) {
             *              BlackFade.gameObject.SetActive (false);
             *              Q1.gameObject.SetActive (false);
             *              Q2.gameObject.SetActive (false);
             *              Q3.gameObject.SetActive (false);
             *              Q4.gameObject.SetActive (false);
             *              Q5.gameObject.SetActive (false);
             *      }
             * });*/
            /*foreach (TrackableBehaviour tb in tbs)
             * {
             *      string name = tb.TrackableName;
             *      ImageTarget it = tb.Trackable as ImageTarget;
             *      Vector2 size = it.GetSize();
             *
             *      Debug.Log("Active image target:" + name + "  -size: " + size.x + ", " + size.y);
             *
             * }*/
        }
Exemple #12
0
    IEnumerator Rexar(int Layer, Collider2D other)
    {
        B1.SetActive(true);
        Tr1.position = Pos1;
        B1.layer     = Layer;
        B1.GetComponent <Ball> ().Direction = Direction1;

        B2.SetActive(true);
        Tr2.position = Pos2;
        B2.layer     = Layer;
        B2.GetComponent <Ball> ().Direction = Direction2;
        //Rb2 = other.GetComponent<Rigidbody2D> ();
        B3.SetActive(true);
        Tr3.position = Pos3;
        B3.layer     = Layer;
        B3.GetComponent <Ball> ().Direction = Direction2;

        B4.SetActive(true);
        Tr4.position = Pos4;
        B4.layer     = Layer;
        B4.GetComponent <Ball> ().Direction = Direction2;

        yield return(new WaitForSeconds(0.1f));

        if (isChange)
        {
            if (Layer.Equals(8))
            {
                //Debug.Log ("AAA");
                for (int i = 0; i < 4; i++)
                {
                    Change [i].color = new Color(0.0f, 0.0f, 0.0f, 1.0f);
                }
            }
            else if (Layer.Equals(9))
            {
                for (int i = 0; i < 4; i++)
                {
                    Change [i].color = new Color(230 / 255f, 0.0f, 18 / 255f, 1.0f);
                }
            }
            else if (Layer.Equals(10))
            {
                for (int i = 0; i < 4; i++)
                {
                    Change [i].color = new Color(0.0f, 153 / 255f, 68 / 255f, 1.0f);
                }
            }
            else if (Layer.Equals(11))
            {
                for (int i = 0; i < 4; i++)
                {
                    Change [i].color = new Color(249 / 255f, 230 / 255f, 47 / 255f, 1.0f);
                }
            }
            else if (Layer.Equals(12))
            {
                for (int i = 0; i < 4; i++)
                {
                    Change [i].color = new Color(0.0f, 71 / 255f, 157 / 255f, 1.0f);
                }
            }
            else if (Layer.Equals(13))
            {
                for (int i = 0; i < 4; i++)
                {
                    Change [i].color = new Color(228 / 255f, 0.0f, 180 / 255f, 1.0f);
                }
            }
            else if (Layer.Equals(14))
            {
                for (int i = 0; i < 4; i++)
                {
                    Change [i].color = new Color(0.0f, 160 / 255f, 233 / 255f, 1.0f);
                }
            }
            else if (Layer.Equals(15))
            {
                for (int i = 0; i < 4; i++)
                {
                    Change [i].color = new Color(1.0f, 1.0f, 1.0f, 1.0f);
                }
            }
        }

        Rb1.Sleep();
        B1.GetComponent <TrailRenderer> ().time = Mathf.Infinity;
        Rb2.Sleep();
        B2.GetComponent <TrailRenderer> ().time = Mathf.Infinity;
        Rb3.Sleep();
        B3.GetComponent <TrailRenderer> ().time = Mathf.Infinity;
        Rb4.Sleep();
        B4.GetComponent <TrailRenderer> ().time = Mathf.Infinity;
        Tr1.position = Pos1;
        Tr2.position = Pos2;
        Tr3.position = Pos3;
        Tr4.position = Pos4;


        if (Direction1.Equals(1))
        {
            Rb1.AddForce(V * new Vector2(200.0f, 0.0f));
        }
        if (Direction1.Equals(2))
        {
            Rb1.AddForce(V * new Vector2(0.0f, 200.0f));
        }
        if (Direction1.Equals(3))
        {
            Rb1.AddForce(V * new Vector2(-200.0f, 0.0f));
        }
        if (Direction1.Equals(4))
        {
            Rb1.AddForce(V * new Vector2(0.0f, -200.0f));
        }
        if (Direction1.Equals(8))
        {
            Rb1.AddForce(V * new Vector2(141.42f, -141.42f));
        }
        if (Direction1.Equals(7))
        {
            Rb1.AddForce(V * new Vector2(-141.42f, -141.42f));
        }
        if (Direction1.Equals(6))
        {
            Rb1.AddForce(V * new Vector2(-141.42f, 141.42f));
        }
        if (Direction1.Equals(5))
        {
            Rb1.AddForce(V * new Vector2(141.42f, 141.42f));
        }
        if (Direction1.Equals(9))
        {
            Rb1.AddForce(V * new Vector2(178.9869f, 89.24f));
        }
        if (Direction1.Equals(10))
        {
            Rb1.AddForce(V * new Vector2(-178.9869f, 89.24f));
        }
        if (Direction1.Equals(11))
        {
            Rb1.AddForce(V * new Vector2(-178.9869f, -89.24f));
        }
        if (Direction1.Equals(12))
        {
            Rb1.AddForce(V * new Vector2(178.9869f, -89.24f));
        }
        if (Direction1.Equals(13))
        {
            Rb1.AddForce(V * new Vector2(89.24f, 178.9869f));
            Tr1.position = Pos1;
        }
        if (Direction1.Equals(14))
        {
            Rb1.AddForce(V * new Vector2(-89.24f, 178.9869f));
            Tr1.position = Pos1;
        }
        if (Direction1.Equals(15))
        {
            Rb1.AddForce(V * new Vector2(-89.24f, -178.9869f));
            Tr1.position = Pos1;
        }
        if (Direction1.Equals(16))
        {
            Rb1.AddForce(V * new Vector2(89.24f, -178.9869f));
            Tr1.position = Pos1;
        }



        if (Direction2.Equals(1))
        {
            Rb2.AddForce(V * new Vector2(200.0f, 0.0f));
        }
        if (Direction2.Equals(2))
        {
            Rb2.AddForce(V * new Vector2(0.0f, 200.0f));
        }
        if (Direction2.Equals(3))
        {
            Rb2.AddForce(V * new Vector2(-200.0f, 0.0f));
        }
        if (Direction2.Equals(4))
        {
            Rb2.AddForce(V * new Vector2(0.0f, -200.0f));
        }
        if (Direction2.Equals(6))
        {
            Rb2.AddForce(V * new Vector2(141.42f, -141.42f));
        }
        if (Direction2.Equals(7))
        {
            Rb2.AddForce(V * new Vector2(-141.42f, -141.42f));
        }
        if (Direction2.Equals(8))
        {
            Rb2.AddForce(V * new Vector2(-141.42f, 141.42f));
        }
        if (Direction2.Equals(5))
        {
            Rb2.AddForce(V * new Vector2(141.42f, 141.42f));
        }
        if (Direction2.Equals(9))
        {
            Rb2.AddForce(V * new Vector2(178.9869f, 89.24f));
        }
        if (Direction2.Equals(10))
        {
            Rb2.AddForce(V * new Vector2(-178.9869f, 89.24f));
        }
        if (Direction2.Equals(11))
        {
            Rb2.AddForce(V * new Vector2(-178.9869f, -89.24f));
        }
        if (Direction2.Equals(12))
        {
            Rb2.AddForce(V * new Vector2(178.9869f, -89.24f));
        }
        if (Direction2.Equals(13))
        {
            Rb2.AddForce(V * new Vector2(89.24f, 178.9869f));
            Tr2.position = Pos2;
        }
        if (Direction2.Equals(14))
        {
            Rb2.AddForce(V * new Vector2(-89.24f, 178.9869f));
            Tr2.position = Pos2;
        }
        if (Direction2.Equals(15))
        {
            Rb2.AddForce(V * new Vector2(-89.24f, -178.9869f));
            Tr2.position = Pos2;
        }
        if (Direction2.Equals(16))
        {
            Rb2.AddForce(V * new Vector2(89.24f, -178.9869f));
            Tr2.position = Pos2;
        }


        if (Direction3.Equals(1))
        {
            Rb3.AddForce(V * new Vector2(200.0f, 0.0f));
        }
        if (Direction3.Equals(2))
        {
            Rb3.AddForce(V * new Vector2(0.0f, 200.0f));
        }
        if (Direction3.Equals(3))
        {
            Rb3.AddForce(V * new Vector2(-200.0f, 0.0f));
        }
        if (Direction3.Equals(4))
        {
            Rb3.AddForce(V * new Vector2(0.0f, -200.0f));
        }
        if (Direction3.Equals(6))
        {
            Rb3.AddForce(V * new Vector2(141.42f, -141.42f));
        }
        if (Direction3.Equals(7))
        {
            Rb3.AddForce(V * new Vector2(-141.42f, -141.42f));
        }
        if (Direction3.Equals(8))
        {
            Rb3.AddForce(V * new Vector2(-141.42f, 141.42f));
        }
        if (Direction3.Equals(5))
        {
            Rb3.AddForce(V * new Vector2(141.42f, 141.42f));
        }
        if (Direction3.Equals(9))
        {
            Rb1.AddForce(V * new Vector2(178.9869f, 89.24f));
        }
        if (Direction3.Equals(10))
        {
            Rb3.AddForce(V * new Vector2(-178.9869f, 89.24f));
        }
        if (Direction3.Equals(11))
        {
            Rb3.AddForce(V * new Vector2(-178.9869f, -89.24f));
        }
        if (Direction3.Equals(12))
        {
            Rb3.AddForce(V * new Vector2(178.9869f, -89.24f));
        }
        if (Direction3.Equals(13))
        {
            Rb3.AddForce(V * new Vector2(89.24f, 178.9869f));
            Tr3.position = Pos3;
        }
        if (Direction3.Equals(14))
        {
            Rb3.AddForce(V * new Vector2(-89.24f, 178.9869f));
            Tr3.position = Pos3;
        }
        if (Direction3.Equals(15))
        {
            Rb3.AddForce(V * new Vector2(-89.24f, -178.9869f));
            Tr3.position = Pos3;
        }
        if (Direction3.Equals(16))
        {
            Rb3.AddForce(V * new Vector2(89.24f, -178.9869f));
            Tr3.position = Pos3;
        }


        if (Direction4.Equals(1))
        {
            Rb4.AddForce(V * new Vector2(200.0f, 0.0f));
        }
        if (Direction4.Equals(2))
        {
            Rb4.AddForce(V * new Vector2(0.0f, 200.0f));
        }
        if (Direction4.Equals(3))
        {
            Rb4.AddForce(V * new Vector2(-200.0f, 0.0f));
        }
        if (Direction4.Equals(4))
        {
            Rb4.AddForce(V * new Vector2(0.0f, -200.0f));
        }
        if (Direction4.Equals(6))
        {
            Rb4.AddForce(V * new Vector2(141.42f, -141.42f));
        }
        if (Direction4.Equals(7))
        {
            Rb4.AddForce(V * new Vector2(-141.42f, -141.42f));
        }
        if (Direction4.Equals(8))
        {
            Rb4.AddForce(V * new Vector2(-141.42f, 141.42f));
        }
        if (Direction4.Equals(5))
        {
            Rb4.AddForce(V * new Vector2(141.42f, 141.42f));
        }
        if (Direction4.Equals(9))
        {
            Rb4.AddForce(V * new Vector2(178.9869f, 89.24f));
        }
        if (Direction4.Equals(10))
        {
            Rb4.AddForce(V * new Vector2(-178.9869f, 89.24f));
        }
        if (Direction4.Equals(11))
        {
            Rb4.AddForce(V * new Vector2(-178.9869f, -89.24f));
        }
        if (Direction4.Equals(12))
        {
            Rb4.AddForce(V * new Vector2(178.9869f, -89.24f));
        }
        if (Direction4.Equals(13))
        {
            Rb4.AddForce(V * new Vector2(89.24f, 178.9869f));
            Tr4.position = Pos4;
        }
        if (Direction4.Equals(14))
        {
            Rb4.AddForce(V * new Vector2(-89.24f, 178.9869f));
            Tr4.position = Pos4;
        }
        if (Direction4.Equals(15))
        {
            Rb4.AddForce(V * new Vector2(-89.24f, -178.9869f));
            Tr4.position = Pos4;
        }
        if (Direction4.Equals(16))
        {
            Rb4.AddForce(V * new Vector2(89.24f, -178.9869f));
            Tr4.position = Pos4;
        }
        B1.GetComponent <Ball> ().Direction = Direction1;
        B2.GetComponent <Ball> ().Direction = Direction2;
        B3.GetComponent <Ball> ().Direction = Direction3;
        B4.GetComponent <Ball> ().Direction = Direction4;
        other.GetComponent <Rigidbody2D>().Sleep();
    }