void Awake() { shootPlayer = GameObject.FindObjectOfType <ShooterPlayer>(); ActivateUI(shootBtn, false); ActivateUI(slidersUI, false); ActivateUI(retryBtn, false); }
private void CreaeteShooterPlayer(Gamepad pad) { GameObject shooter = Instantiate(ShooterPlayer); ShooterPlayer shooterPlayer = shooter.GetComponent <ShooterPlayer>(); shooterPlayer.gamepad = pad; shooterPlayer.playingUI = PlayingUIs[currentPlayer]; shooterPlayer.playingUI.Starting(); }
void OnTriggerEnter(Collider other) { if (other.tag == "Ball") { player.isColliderWork = false; if (other.GetComponent <Rigidbody>().velocity.magnitude >= BallVelocity) { ShooterPlayer splayer = player.GetComponent <ShooterPlayer>(); if (null != splayer) { splayer.AddCatchCount(); } } Destroy(other.gameObject); player.CatchBall(); Invoke("ColliderWork", 0.5f); } }
// Use this for initialization void Start() { shooting = false; currentEnergy = maxEnergy; overHeat = false; initialEnergyBarWidth = energyBar.rectTransform.rect.width; if (!INSTANCE) { INSTANCE = this; } if (maxlifes == 0) { lifes = 3; } else { lifes = maxlifes; } left = (VolumetricLineBehavior)Instantiate(VolumetricLineBehavior, GlassesManager.transform, false); left.SetLinePropertiesAtStart = true; left.StartPos = 1.5f * Vector3.left; left.EndPos = Vector3.forward * 150; right = (VolumetricLineBehavior)Instantiate(VolumetricLineBehavior, GlassesManager.transform, false); right.SetLinePropertiesAtStart = true; right.StartPos = 1.5f * Vector3.right; right.EndPos = Vector3.forward * 150; left.LineWidth = 1; right.LineWidth = 1; left.LineColor = Color.red; right.LineColor = Color.red; left.gameObject.SetActive(false); right.gameObject.SetActive(false); }