public override void OnPointerClickDown() { int score = (objC.getTimeAlive()); scoreC.AddPoint(score); objC.resetTimer(); }
public void AddPoint() { scoreController.AddPoint(); }
private void OnCollisionEnter(Collision collision) { MapController mc = collision.gameObject.GetComponent <MapController>(); // Doing point, is a goal of this game // And Adding point to score // With particular sound if (collision.gameObject.name == "West") { soundC.RunPointSound(); endOfGame = scoreC.AddPoint(2); if (!endOfGame) { ResetBall(2); } else { EndOfGame(); } } // Same as before else if (collision.gameObject.name == "East") { soundC.RunPointSound(); endOfGame = scoreC.AddPoint(1); if (!endOfGame) { ResetBall(1); } else { EndOfGame(); } } // But, if we hit north or south wall, we need a different soud ! else { soundC.RunWallSound(); } // Paddle stuff if (collision.gameObject.name.StartsWith("Paddle")) { // We need a lot of objects PaddleController pc = collision.gameObject.GetComponent <PaddleController>(); Transform cube = pc.transform.Find("Cube"); Transform center = cube.Find("Center"); Transform positif = cube.Find("Positif"); Transform negatif = cube.Find("Negatif"); // Natural and correct direction after rebound Vector3 contactPoint = collision.contacts[0].point; Transform maxRange = (Vector3.Dot(positif.position, contactPoint - center.position) > 0) ? positif : negatif; float MaxDist = Mathf.Abs(maxRange.position.z - center.position.z); float distBetweenCenterContact = Mathf.Abs(contactPoint.z - center.position.z); if (MaxDist != 0) { rb.velocity = Vector3.Lerp(center.forward, maxRange.forward, distBetweenCenterContact / MaxDist).normalized *Speed; } // Some sounds soundC.RunPaddleSound(); // Decrease PaddleSpeed pc.DecreesePaddleSpeed(); // And increese BallSpeed \../ IncreeseBallSpeed(); } return; }
public void AddPoint_AddOnePointToScore() { scoreController.AddPoint(); Assert.AreEqual(1, scoreController.GetPoints()); }