/// <summary> /// Start is called on the frame when a script is enabled just before /// any of the Update methods is called the first time. /// </summary> void Start() { self = gameObject.GetComponent <BallModule>(); gameObject.GetComponent <Renderer>().material = levelMatrials[ballCurrentLevel - 1]; ballSizeCurrent = ballSizeInit + 5 * GM.Instance.ballSizeStep * (ballCurrentLevel - 1); gameObject.transform.localScale += new Vector3(1, 1, 1) * (ballSizeCurrent - 1) * GM.Instance.ballSizeStep; }
private void initPlayers() { player = GameObject.Find("Player").GetComponent <BallModule>(); GameObject[] enemies = GameObject.FindGameObjectsWithTag("enemy"); players.Add(player); for (int i = 0; i < enemies.Length; i++) { players.Add(enemies[i].GetComponent <BallModule>()); } }
private void setText(Text text, string content, BallModule ball) { if (ball == GM.Instance.getPlayer()) { text.color = Color.yellow; } else { text.color = Color.black; } text.text = content; }
private void OnCollisionEnter(Collision col) { if (col.gameObject.tag == "obstacle") { Obst obst = (Obst)col.gameObject.GetComponent <Obst>(); if (ballCurrentLevel < obst.obstLevel) { GM.Instance.levelDown++; LevelInit(); } else if (ballCurrentLevel == obst.obstLevel) { LevelUp(); //Destroy(col.gameObject); } } if (col.gameObject.tag == "enemy") { BallModule enemy = (BallModule)col.gameObject.GetComponent <BallModule>(); // if (ballCurrentLevel < enemy.ballCurrentLevel) // { // GM.Instance.smallerInCollision++; // LevelDown(); // int CoinNum = 0; // BallBounce(gameObject); // if (coinTotal > 5) // { // CoinNum = 5; // coinTotal -= 5; // } // else // { // CoinNum = coinTotal; // coinTotal = 0; // } // enemy.SpreadCoins(CoinNum); // } if (ballCurrentLevel > enemy.ballCurrentLevel) { GM.Instance.biggerInCollision++; } if (ballCurrentLevel < enemy.ballCurrentLevel) { GM.Instance.smallerInCollision++; this.LevelDown(); int CoinNum = 0; BallBounce(col.gameObject); if (this.coinTotal > 5) { CoinNum = 5; this.coinTotal -= 5; } else { CoinNum = this.coinTotal; this.coinTotal = 0; } this.SpreadCoins(CoinNum); } GM.Instance.totalCollision++; } }