public void StartSession() { Lives = GameConfiguration.Instance.Lives; Score = 0; ScoreMultiplier = 1; _ball.Activate(); _path.Activate(); }
public void StartGame() { m_Paddle.Activate(); m_Ball?.Activate(); }
public virtual float Shoot() { //Dont have balls to shoot. dont shoot any! if (UnAbleToFire()) { return(0.0f); } if (!mouth) { mouth = transform.Find("Mouth").transform;; } //Handle the shooting here. Vector3 mouthposition = mouth.position; //Vector3 mouthOffset = Vector3.zero; // print("Mouth Position :" + mouthposition); //mouthOffset.Set(mouthposition.x,1.2f,mouthposition.z); //mouthposition = mouthOffset; //Grab a hold of the ball to shoot. Ball b = BallInventory[0]; //Activate it. b.Activate(); //Set the balls velocity to zero. b.ZeroVelocity(); //Set the position of the ball to the mouth position of the cannon. b.SetPosition(mouthposition); //Set the scale b.SetScale(BallScale); //Set shoot through b.SetShootThrough(ShootThrough); //Render Changing b.SetMaterial(BallMaterial); //Set the damage amount b.SetDamageAmount(DamageAmount); Rigidbody rbdy = b.GetComponent <Rigidbody>(); //Set the mass amount when shot. rbdy.mass = BallMass; //Set the drag amount rbdy.drag = BallDrag; //Check to see if we need to turn off gravity rbdy.useGravity = !TurnOffGravityToShoot; //Set if shield gravity can control the ball. b.SetGravityControl(GravityControl); //Calculate the force. Vector3 ForceVector = Vector3.zero; float shootvelocity = ForceMagnitude; if (MassPushFactor) { shootvelocity = MassPushVelocity * BallMass; } ForceVector.Set(shootvelocity, shootvelocity, shootvelocity); //Scale the force with the forward vector of the cannon MOUTH to get the direction ForceVector.Scale(mouth.forward); //Apply the force and burn the ball. b.Fire(ForceVector, BallMass); //Set the active time. b.HotLifeTime = ActiveTime; //Release the ball BallInventory.Remove(b); //Set the timer timer = Time.time; //Play the particle effect if (ShootingEffect) { ShootingEffect.transform.position = mouthposition; ShootingEffect.Play(); } //PlaySound. AudioPlayer.GetPlayer().PlaySound(ShootSound, 0.7f); //Return energy used. return(FiringEnergyHeat); }
public void StartSimulation() { m_Active = true; m_Ball.Activate(); }