Exemple #1
0
    void OnCollisionEnter2D(Collision2D col)
    {
        int random = Random.Range(0, 5);

        if (col.transform.tag == "ball" && random == 1)
        {
            Rigidbody2D ItemInstance;
            itemChance(1);

            if (brickZähler > 5)
            {
                ItemInstance = Instantiate(RbitemPrefab[i], new Vector2(transform.position.x, transform.position.y), Quaternion.identity) as Rigidbody2D;
                ItemInstance.AddForce(new Vector2(0, -150));
            }
        }

        if (col.transform.tag == "ball2" && random == 1)
        {
            Rigidbody2D ItemInstance;
            itemChance(2);

            if (brickZähler > 5)
            {
                ItemInstance = Instantiate(RbitemPrefab[i], new Vector2(transform.position.x, transform.position.y), Quaternion.identity) as Rigidbody2D;
                ItemInstance.AddForce(new Vector2(0, 150));
            }
        }

        if (col.transform.tag == "ball")
        {
            Paddle1Script.player1Score += BrickScore;
            Destroy(gameObject);
            brickZähler--;
        }

        if (col.transform.tag == "ball2")
        {
            Paddle2Script.player2Score += BrickScore;
            Destroy(gameObject);
            brickZähler--;
        }
    }
Exemple #2
0
    void OnCollisionEnter2D(Collision2D col)
    {
        blockHealth--;
        if (blockHealth == 0)
        {
            int random = Random.Range(0, 3);

            if (col.transform.tag == "ball" && random == 1)
            {
                Rigidbody2D ItemInstance;
                itemChance(1);

                if (BrickPhysikScript.brickZähler > 5)
                {
                    ItemInstance = Instantiate(RbitemPrefab[i], new Vector2(transform.position.x, transform.position.y), Quaternion.identity) as Rigidbody2D;
                    ItemInstance.AddForce(new Vector2(0, -150));
                }
            }

            if (col.transform.tag == "ball2" && random == 1)
            {
                Rigidbody2D ItemInstance;
                itemChance(2);

                if (BrickPhysikScript.brickZähler > 5)
                {
                    ItemInstance = Instantiate(RbitemPrefab[i], new Vector2(transform.position.x, transform.position.y), Quaternion.identity) as Rigidbody2D;
                    ItemInstance.AddForce(new Vector2(0, 150));
                }
            }

            if (col.transform.tag == "ball")
            {
                Paddle1Script.player1Score += 200;
                Destroy(gameObject);
                BrickPhysikScript.brickZähler--;
            }

            if (col.transform.tag == "ball2")
            {
                Paddle2Script.player2Score += 200;
                Destroy(gameObject);
                BrickPhysikScript.brickZähler--;
            }
        }

        if (blockHealth == 2)
        {
            float rot  = Random.value;
            float grün = Random.value;
            float blau = Random.value;
            while (blau >= 0.9 || blau <= 0.1 || grün >= 0.9 || grün <= 0.1 || rot >= 0.9 || rot <= 0.1)
            {
                rot  = Random.value;
                grün = Random.value;
                blau = Random.value;
            }
            //rend.sharedMaterial = texture[0];
            //GetComponentSpriteRenderer.color = Color.white;
            Color newColor = new Color(rot, grün, blau, 1.0f);
            GetComponent <SpriteRenderer>().color = newColor;
        }

        if (blockHealth == 1)
        {
            GetComponent <SpriteRenderer>().color = Color.white;
            //rend.sharedMaterial = texture[1];
        }
    }