private void OnBallScore(BallShotData scoreInformation) { int nShotScore = GetScoreFromStatus(scoreInformation.status); if (scoreInformation.isOnFire) { nShotScore *= Constant.ON_FIRE_SCORE_MULTIPLIER; } BallThrower thrower = scoreInformation.thrower; int nThrowerTotalScore = 0; if (thrower.GetType() == typeof(UserBallThrower)) { m_Score.playerScore += nShotScore; nThrowerTotalScore = m_Score.playerScore; } else { m_Score.AIScore += nShotScore; nThrowerTotalScore = m_Score.AIScore; } CallEvent(OnScoreDataSet, new ScoreData(thrower, nShotScore, nThrowerTotalScore)); }
public void Shoot(Vector3 force, BallThrower thrower, bool isOnFireEffect) { //enable the gravity on the entity when the user decide to stops the interaction with this entity. m_EntityRb.useGravity = true; //add the stored force to the entity. m_EntityRb.AddRelativeForce(force, ForceMode.Impulse); m_CurrentThrowScore.thrower = thrower; m_CurrentThrowScore.status = ShotStatus.NONE; m_CurrentThrowScore.isOnFire = isOnFireEffect; }
public void CreateThrower() { if (_thrower != null) { Destroy(_thrower.gameObject); } _throwerExistingTime = 0; _deviationFactor = 0.1f; _thrower = _SpawnThrower(); dataProcessor.theHighestPerformaceAchived = 1000; Time.timeScale = timeScale; }
private void Awake() { Instance = this; }
public BallShotData(BallThrower thrower, ShotStatus status, bool isOnFire) { this.thrower = thrower; this.status = status; this.isOnFire = isOnFire; }
// Use this for initialization void Start() { _target = GameObject.Find ("BowlingBall"); // Follow the ball ballScript = _target.GetComponent<BallThrower> (); }
// Use this for initialization void Start() { _target = GameObject.Find("Ball"); // Follow the ball ballScript = _target.GetComponent <BallThrower> (); }
public ScoreData(BallThrower thrower, int nCurrentShotScore, int nTotalThrowerScore) { this.thrower = thrower; this.nCurrentShotScore = nCurrentShotScore; this.nTotalThrowerScore = nTotalThrowerScore; }