// Use this for initialization void Start() { rb = this.gameObject.GetComponent <Rigidbody2D>(); p2PC = p2.GetComponent <PaddleController>(); StartCoroutine("velocity"); speedIncrease = 0; }
public void paddleMovementInput(PaddleController paddle, float paddleMoveSpeed, int direction) { #if UNITY_ANDROID if(Input.touchCount == 1)// && Input.GetTouch(0).phase == TouchPhase.Moved) { Camera camera = tk2dCamera.Instance.ScreenCamera; float fingerXPosition = camera.ScreenToWorldPoint(Input.GetTouch(0).position).x; Vector3 newPos = new Vector3(direction*fingerXPosition,paddle.transform.position.y,paddle.transform.position.z); paddle.transform.position = Vector3.Lerp(paddle.transform.position, newPos, Time.deltaTime*10); } #endif #if UNITY_STANDALONE Vector3 currentPosition = paddle.transform.position; paddle.currentMoveSpeed = paddleMoveSpeed; Camera camera = tk2dCamera.Instance.ScreenCamera; float mouseXPosition = camera.ScreenToWorldPoint(Input.mousePosition).x; Vector3 target = new Vector3( direction*mouseXPosition,currentPosition.y,currentPosition.z); paddle.transform.position = Vector3.Lerp( currentPosition, target, Time.deltaTime*10 ); #endif #if UNITY_WEBPLAYER Vector3 currentPosition = paddle.transform.position; paddle.currentMoveSpeed = paddleMoveSpeed; Camera camera = tk2dCamera.Instance.ScreenCamera; float mouseXPosition = camera.ScreenToWorldPoint(Input.mousePosition).x; Vector3 target = new Vector3( direction*mouseXPosition,currentPosition.y,currentPosition.z); paddle.transform.position = Vector3.Lerp( currentPosition, target, Time.deltaTime*10 ); #endif }
void Start() { theRB = GetComponent <Rigidbody2D>(); theRB.velocity = new Vector2(vertSpeed, vertSpeed); GM = FindObjectOfType <GameManager>(); paddle = FindObjectOfType <PaddleController>(); }
//throw ball when space bar is let go public void Throw() { float xVelocity = -10f; float yVelocity = 5f; if (_paddle.transform.position.x < 0f) { xVelocity = -xVelocity; } var currentPosition = _paddle.transform.position / Time.deltaTime; print(paddleLastKnownPosition.y + " : " + currentPosition.y); if (paddleLastKnownPosition.y < currentPosition.y) { yVelocity = 5f; } else { yVelocity = -5f; } GetComponent <Rigidbody2D>().velocity = new Vector2(xVelocity, yVelocity); _paddle = null; }
public void paddleMovementInput(PaddleController paddle, float paddleMoveSpeed, int direction) { #if UNITY_ANDROID if (Input.touchCount == 1) // && Input.GetTouch(0).phase == TouchPhase.Moved) { Camera camera = tk2dCamera.Instance.ScreenCamera; float fingerXPosition = camera.ScreenToWorldPoint(Input.GetTouch(0).position).x; Vector3 newPos = new Vector3(direction * fingerXPosition, paddle.transform.position.y, paddle.transform.position.z); paddle.transform.position = Vector3.Lerp(paddle.transform.position, newPos, Time.deltaTime * 10); } #endif #if UNITY_STANDALONE Vector3 currentPosition = paddle.transform.position; paddle.currentMoveSpeed = paddleMoveSpeed; Camera camera = tk2dCamera.Instance.ScreenCamera; float mouseXPosition = camera.ScreenToWorldPoint(Input.mousePosition).x; Vector3 target = new Vector3(direction * mouseXPosition, currentPosition.y, currentPosition.z); paddle.transform.position = Vector3.Lerp(currentPosition, target, Time.deltaTime * 10); #endif #if UNITY_WEBPLAYER Vector3 currentPosition = paddle.transform.position; paddle.currentMoveSpeed = paddleMoveSpeed; Camera camera = tk2dCamera.Instance.ScreenCamera; float mouseXPosition = camera.ScreenToWorldPoint(Input.mousePosition).x; Vector3 target = new Vector3(direction * mouseXPosition, currentPosition.y, currentPosition.z); paddle.transform.position = Vector3.Lerp(currentPosition, target, Time.deltaTime * 10); #endif }
void Start() { //The only way that I find out to access to the components is by tags or GameObject.Find... ball = GameObject.FindGameObjectWithTag("Ball").GetComponent <BallManager>(); p1 = GameObject.FindGameObjectWithTag("Left").GetComponent <PaddleController>(); p2 = GameObject.FindGameObjectWithTag("Right").GetComponent <PaddleController>(); }
// Use this for initialization void Start() { paddle = FindObjectOfType <PaddleController>(); boing = FindObjectOfType <AudioSource>(); ball = FindObjectOfType <Rigidbody2D>(); paddleToBallVector = transform.position - paddle.transform.position; }
void OnTriggerEnter(Collider collider) { if (collider.gameObject.tag.Equals("Block")) { body.velocity = new Vector3(body.velocity.x * -1, body.velocity.y, body.velocity.z); if (collider.gameObject.GetComponent <BasicBlock>() is BasicBlock) { BasicBlock block = collider.gameObject.GetComponent <BasicBlock>(); block.DecreaseToughness(); if (block.getIsBreakable() && block.getToughness() == 0) { PaddleController script = owner.GetComponent <PaddleController>(); script.IncreaseScore(block.getPoint()); Destroy(collider.gameObject); } } if (collider.gameObject.GetComponent <ToughBlock>() is ToughBlock) { ToughBlock block = collider.gameObject.GetComponent <ToughBlock>(); block.DecreaseToughness(); if (block.getIsBreakable() && block.getToughness() == 0) { PaddleController script = owner.GetComponent <PaddleController>(); script.IncreaseScore(block.getPoint()); Destroy(collider.gameObject); } } } }
void Start() { theLevel = FindObjectOfType <LevelController>(); thePaddle = FindObjectOfType <PaddleController>(); myRigidbody = GetComponent <Rigidbody2D>(); startPosition = transform.position; }
void Awake() { if (instance == null) { instance = this; } }
IEnumerator ExecutePowerUpCoroutine() { paddle = GameObject.FindGameObjectWithTag("Paddle"); PaddleController paddleController = paddle.GetComponent <PaddleController>(); if (!paddleController.hasPowerUp) { Rigidbody2D rigidbody2D = GetComponent <Rigidbody2D>(); rigidbody2D.velocity = new Vector2(0, 0); rigidbody2D.gravityScale = 0; paddleController.hasPowerUp = true; Vector3 baseSize = paddle.transform.localScale; float paddleX = baseSize.x; paddle.transform.localScale += new Vector3(paddleX, 0, 0); gameObject.transform.localScale = new Vector3(0, 0, 0); yield return(new WaitForSeconds(powerUpTime)); paddle.transform.localScale = baseSize; paddleController.hasPowerUp = false; EndPowerUp(); } else { Destroy(gameObject); } }
public override void OnStartLocalPlayer() { paddle = GetComponent <Paddle> (); PaddleController controller = GetComponent <PaddleController> (); controller.enabled = true; camera1 = GameObject.Find("Camera 1").GetComponent <Camera>(); camera2 = GameObject.Find("Camera 2").GetComponent <Camera>(); Vector3 tra = transform.position; if (transform.position.y > 0) { camera1.enabled = false; camera2.enabled = true; controller.inverse = true; CmdSetPlayerId(2); // GetComponent<SpriteRenderer>().color = Color.blue; } else { camera1.enabled = true; camera2.enabled = false; controller.inverse = false; CmdSetPlayerId(1); // GetComponent<SpriteRenderer>().color = Color.red; } }
// Use this for initialization void Start() { //if (!isServer) return; rigid = GetComponent <Rigidbody2D> (); audioSound = GetComponent <AudioSource> (); //unFreeze player01 player01 = GameObject.Find("Player01"); unFreeze01 = player01.GetComponent <PaddleController> (); //unFreeze player02 player02 = GameObject.Find("Player02"); unFreeze02 = player02.GetComponent <PaddleController> (); //Random ball mental (left or right) randInt = Random.Range(0, 100); Debug.Log("random Int = " + randInt); if (randInt > 50) { direction = new Vector2(2, 0).normalized; } else { direction = new Vector2(-2, 0).normalized; } rigid.AddForce(direction * force); scoreP1 = 0; scoreP2 = 0; scoreUIP1 = GameObject.Find("Score1").GetComponent <Text> (); scoreUIP2 = GameObject.Find("Score2").GetComponent <Text> (); ballSpdUI = GameObject.Find("BallSpdTxt").GetComponent <Text> (); panelEnd = GameObject.Find("PanelEnd"); panelEnd.SetActive(false); }
// Use this for initialization void Start() { _paddle = FindObjectOfType <PaddleController>(); _offsetToPaddle = transform.position - _paddle.transform.position; _isLaunched = false; _rb = GetComponent <Rigidbody2D>(); }
void OnJoinedRoom() { CurrentState = "READY!!"; Debug.Log("We have Joined the Room!"); if (!isPlayerTwo) { GameObject PlayerOnePaddle = PhotonNetwork.Instantiate("Paddle", new Vector3(0, -2.5f, -10), Quaternion.identity, 0); PlayerOnePaddle.name = "PlayerOnePaddle"; PaddleController playerOneController = PlayerOnePaddle.GetComponent <PaddleController> (); playerOneController.IsForThisPlayer = !isPlayerTwo; playerOneController.ThisPlayerIsPlayerTwo = false; } else { GameObject puck = PhotonNetwork.Instantiate("Puck", new Vector3(0, -2.5f, 0), Quaternion.identity, 0); GameObject PlayerTwoPaddle = PhotonNetwork.Instantiate("Paddle", new Vector3(0, -2.5f, 10), Quaternion.identity, 0); PlayerTwoPaddle.name = "PlayerTwoPaddle"; var light = PlayerTwoPaddle.GetComponentInChildren <Light> (); light.color = Color.blue; PaddleController playerTwoController = PlayerTwoPaddle.GetComponent <PaddleController> (); playerTwoController.IsForThisPlayer = isPlayerTwo; playerTwoController.ThisPlayerIsPlayerTwo = true; } }
public void Show(PaddleController player1, PaddleController player2, Action onClose) { gameObject.SetActive(true); if (player1.GoalsRemaining > 0) { _winText.text = "Player 1 Wins!"; } else if (player2.GoalsRemaining > 0) { _winText.text = "Player 2 Wins!"; } _gameOverText.transform.localScale = Vector3.zero; _winText.transform.localScale = Vector3.zero; Sequence sequence = DOTween.Sequence(); sequence.Append(_fadeInObject.DOFade(0, _fadeTime).From()); sequence.Append(_gameOverText.transform.DOScale(Vector3.one, 0.5f).SetEase(Ease.OutBack)); sequence.Append(_gameOverText.transform.DOMoveY(4, 1).SetRelative().SetEase(Ease.OutBack)); sequence.Append(_winText.transform.DOScale(Vector3.one, 0.5f).SetEase(Ease.OutBack)); sequence.AppendInterval(_delayBeforeClose); sequence.Append(_fadeInObject.DOFade(0, _fadeTime)); sequence.Play().OnComplete(() => { onClose?.Invoke(); gameObject.SetActive(false); }); }
// Use this for initialization void Start() { paddle = GameObject.Find("paddle"); game = GameObject.Find("Canvas"); paddleController = paddle.GetComponent <PaddleController>(); gameController = game.GetComponent <GameController>(); }
// Called before start public void Awake() { // Get the GameManager gameManager = FindObjectOfType <GameManager>(); // Get the loading screen loadingScreenRef = FindObjectOfType <LoadingScreen>(); // Get the button's audio source component clickedAudioSource = GetComponent <AudioSource>(); // Get the main HUD manager mainHUDManager = FindObjectOfType <MainHUDManager>(); // Get the player's paddle paddleRef = FindObjectOfType <PaddleController>(); // Get the ball ballRef = FindObjectOfType <Ball>(); // Get the point blocks in the level pointBlocks = FindObjectsOfType <PointBlock>(); // Get the loading particle gameobject loadingParticle = GameObject.FindGameObjectWithTag("LoadingParticle"); }
private void Start() { paddle = GameObject.FindGameObjectWithTag("Paddle"); if (paddle) { paddleController = paddle.GetComponent <PaddleController>(); } }
void Start() { Physics.IgnoreCollision(this.GetComponent <MeshCollider>(), GameObject.Find("NeutralZone").GetComponent <BoxCollider>()); player1 = player1obj.GetComponent <PaddleController> (); player2 = player2obj.GetComponent <OpponentController> (); currZPos = transform.position.z; lastZPos = transform.position.z; }
void Start() { paddle = GameObject.FindObjectOfType <PaddleController>(); rigidBody = GetComponent <Rigidbody2D>(); sprite = GetComponent <SpriteRenderer>(); ResetBall(); }
// Use this for initialization void Start() { scoreText.text = "Score: " + score; livesText.text = "Lives: " + lives; ball = GameObject.FindObjectOfType <BallController>(); paddle = GameObject.FindObjectOfType <PaddleController>(); }
public void BallSpeedUpRemove(PowerUpHandler controller) { PaddleController.MultiplyBallSpeed(0.625f); foreach (GameObject ball in PaddleController.ballList) { ball.GetComponent <BallController>().MultiplySpeed(0.625f); // 1/1.6 = 0.625 } }
void InitializePaddle() { GameObject paddle = Instantiate(m_goPaddle) as GameObject; m_paddleCon = paddle.GetComponent<PaddleController>(); m_paddleCon.MaxLeft = LeftBorder(); m_paddleCon.MaxRight = RightBorder(); m_paddleCon.Speed = paddleSpeed; }
public void BallSpeedDownRemove(PowerUpHandler controller) { PaddleController.MultiplyBallSpeed(1.6f); foreach (GameObject ball in PaddleController.ballList) { ball.GetComponent <BallController>().MultiplySpeed(1.6f); } }
public IEnumerator ApplyPowerUp(GameObject Other) { PaddleController Paddle = Other.GetComponent <PaddleController>(); // If the other component alread has a power up destroy the power up now if (Paddle.HasPowerUp) { Destroy(gameObject); yield return(null); } // GetComponent <SpriteRenderer>().enabled = false; GetComponent <BoxCollider2D>().enabled = false; switch (PowerUpType) { case Type.LARGE_PADDLE: Paddle.HasPowerUp = true; Other.transform.localScale = new Vector3(100f, 200f); yield return(new WaitForSeconds(PowerUpTime)); Paddle.HasPowerUp = false; Other.transform.localScale = new Vector3(100f, 100f); break; case Type.MAGNETIC_PADDLE: Paddle.IsMagnetic = true; Paddle.HasPowerUp = true; Other.GetComponent <ColorModifier>().ModifierMode = ColorModifier.ColorMode.FIXED; Other.GetComponent <ColorModifier>().SetColor(new Color(1, 1, 1)); yield return(new WaitForSeconds(PowerUpTime)); Paddle.IsMagnetic = false; Paddle.HasPowerUp = false; GameObject.Find("Ball").GetComponent <BallComponent>().CurrentStatus = BallComponent.Status.Moving; Other.GetComponent <ColorModifier>().ModifierMode = ColorModifier.ColorMode.TIME_BASED; break; case Type.STRONG_BALL: BallComponent Ball = GameObject.Find("Ball").GetComponent <BallComponent>(); ColorModifier BallColor = GameObject.Find("Ball").GetComponent <ColorModifier>(); Paddle.HasPowerUp = true; Ball.isOnFire = true; BallColor.ModifierMode = ColorModifier.ColorMode.FIXED; BallColor.SetColor(new Color(1f, 0f, 0f)); yield return(new WaitForSeconds(PowerUpTime)); Paddle.HasPowerUp = false; BallColor.ModifierMode = ColorModifier.ColorMode.TIME_BASED; Ball.isOnFire = false; break; } // Destroy the object Destroy(gameObject); }
void Start() { //finds the ball controller in the scene ball = FindObjectOfType <BallController>(); //finds the paddle controller in the scene paddle = FindObjectOfType <PaddleController>(); //grabs its own rigidbody GetComponent <Rigidbody2D>().velocity = Vector2.down * speed; }
void Start() { anim = GetComponent <Animator>(); myBody = GetComponent <Rigidbody2D>(); paddle = GameObject.Find("Paddle"); transform.position = new Vector2(paddle.transform.position.x + 0.4f, paddle.transform.position.y); paddleController = FindObjectOfType <PaddleController>(); cameraShake = FindObjectOfType <CameraShake>(); }
void Start() { thePaddle = FindObjectOfType <PaddleController>(); theBall = FindObjectOfType <BallController>(); for (int i = 0; i < allBrick.Count; i++) { enableBrick.Add(allBrick[i]); } }
private void InitAiPaddle(PaddleController aiPaddle) { // This will provide an offset from the right side var aiPlayerOffset = Vector3.right * -aiPaddle.transform.localScale.x; var centerRightPosition = new Vector3(this._topRightCornerPosition.x, 0, 0); var settings = new PaddleInitializationSettings("PlayerPaddleInput", centerRightPosition, aiPlayerOffset, this._worldBoundaries); aiPaddle.InitializePaddle(settings); }
private void InitPlayerPaddle(PaddleController playerPaddle) { // This will provide an offset from the left side var leftPlayerOffset = Vector3.right * playerPaddle.transform.localScale.x; var centerLeftPosition = new Vector3(this._bottomLeftCornerPosition.x, 0, 0); var settings = new PaddleInitializationSettings("AiPaddleInput", centerLeftPosition, leftPlayerOffset, this._worldBoundaries); playerPaddle.InitializePaddle(settings); }
void Start() { GameBoard = GameObject.FindGameObjectWithTag("GameBoard").GetComponent <HexGrid>(); bubbleIndex = GameBoard.GetRandomBubbleIndex(); Color bubbleColor = GameBoard.GetBubbleColor(bubbleIndex); Paddle = GameObject.FindGameObjectWithTag("Player").GetComponent <PaddleController>(); Paddle.SetLineRendererColor(bubbleColor); }
// Use this for initialization void Start() { _paddle = GameObject.Find("Paddle"); _paddleController = _paddle.GetComponent<PaddleController>(); _velocity = new Vector3(0, -0.05f, 0); if (gameObject.transform.position.y < _paddle.transform.position.y) { _velocity *= -1; } }
private IEnumerator startObjectEffect() { paddleController = (PaddleController) GameObject.Find(NameUtils.GO_PADDLE).GetComponent(typeof(PaddleController)); paddleController.inverseDirection(); paddleController.setPowerUp (modifierStr, gameObject); Vector3 positionBall = paddleController.transform.position; positionBall.z = -2; Quaternion rotationBall = paddleController.transform.rotation; rotationBall.x = 270; GameObject particleObject = Instantiate(particle, positionBall, Quaternion.Euler (rotationBall.x, rotationBall.y, rotationBall.z)) as GameObject; particleObject.transform.parent = paddleController.transform; gameManager.setScoreModifier (modifierStr, scoreModifier); yield return StartCoroutine("waitSeconds"); }
void Start() { inputManager = (InputManager)FindObjectOfType (typeof(InputManager)); tickCount = 1; paddle = (PaddleController)FindObjectOfType (typeof(PaddleController)); Vector3 pos = paddle.gameObject.transform.position; pos.y = pos.y + paddle.gameObject.transform.localScale.y / 4; transform.position = pos; setSpeedModifier(ScoreUtils.TIME_MODIFIER, 0.0f); }
// Use this for initialization void Start() { currHealth = maxHealth; currPower = basePower; currArmor = baseArmor; // effectsList = new List<PlayerEffects>(); paddleScript = this.GetComponent<PaddleController>(); currentSkill = null; }
public void setPlayer(string name, PaddleController paddle) { playerName = name; playerPaddle = paddle; }
// Use this for initialization void Awake() { soundManager = FindObjectOfType<SoundManager>(); paddleController = FindObjectOfType<PaddleController>(); }
void Start() { _paused = false; _win = false; _lose = false; _mode3D = false; _score = 0; _pointsPerSec = 1; _multiplier = 1; _livesLeft = NUM_PLAYER_LIVES; _bricksRemaining = BRICK_NUM_COLS * BRICK_NUM_ROWS * 2; // init score text GameObject scoreText = GameObject.Find("Score Text"); _scoreGUIText = scoreText.GetComponent<GUIText>(); updateScoreText(); // init lives text GameObject livesText = GameObject.Find("Lives Text"); _livesGUIText = livesText.GetComponent<GUIText>(); updateLivesText(); // init multiplier text GameObject multiplierText = GameObject.Find("Multiplier Text"); _multiplierGUIText = multiplierText.GetComponent<GUIText>(); updateMultiplierText(); // init ball reference _ballObject = GameObject.Find("Ball"); _ballController = _ballObject.GetComponent<BallController>(); // init paddle reference _paddleObject = GameObject.Find("Paddle"); _paddleController = _paddleObject.GetComponent<PaddleController>(); // init Win Loss message reference GameObject winLossText = GameObject.Find("Win Loss Text"); _winLossGUIText = winLossText.GetComponent<GUIText>(); _winLossGUIText.text = ""; // init main and persp cameras Camera[] cams = Camera.allCameras; for (int i = 0; i < cams.Length; i++) { string camName = cams[i].gameObject.name; if (camName == "Main Camera") _mainCamera = cams[i]; else if (camName == "Persp Camera") _perspCamera = cams[i]; } // generate BrickPrefabs for (int i = 0; i < BRICK_NUM_COLS; i++) { for (int j = 0; j < BRICK_NUM_ROWS; j++) { GameObject brick = Instantiate(Resources.Load("BrickPrefab")) as GameObject; BoxCollider mainCollider = brick.GetComponent<BoxCollider>(); float brickWidth = brick.transform.localScale.x * mainCollider.size.x; float brickHeight = brick.transform.localScale.y * mainCollider.size.y; Vector3 pos = new Vector3(5.4f, 9.4f, 0.0f); pos.x -= (brickWidth + BRICK_WIDTH_BUFFER_SPACE) * i; pos.y -= (brickHeight + BRICK_HEIGHT_BUFFER_SPACE) * j; brick.transform.position = pos; } } for (int i = 0; i < BRICK_NUM_COLS; i++) { for (int j = 0; j < BRICK_NUM_ROWS; j++) { GameObject brick = Instantiate(Resources.Load("BrickPrefab")) as GameObject; BoxCollider mainCollider = brick.GetComponent<BoxCollider>(); float brickWidth = brick.transform.localScale.x * mainCollider.size.x; float brickHeight = brick.transform.localScale.y * mainCollider.size.y; Vector3 pos = new Vector3(5.4f, 4.0f, 0.0f); pos.x -= (brickWidth + BRICK_WIDTH_BUFFER_SPACE) * i; pos.y -= (brickHeight + BRICK_HEIGHT_BUFFER_SPACE) * j; brick.transform.position = pos; } } InvokeRepeating("multiplyMultiplier", 5, 5); }