Esempio n. 1
0
 /// <summary>
 /// Spawn new ball and destroy self when out of game
 /// </summary>
 void OnBecameInvisible()
 {
     // death timer destruction is in Update
     //if (!deathTimer.Finished)
     if (deathTimer.Running) //scam
     {
         // only spawn a new ball if below screen
         float halfColliderHeight =
             gameObject.GetComponent <BoxCollider2D>().size.y / 2;
         if (transform.position.y - halfColliderHeight < ScreenUtils.ScreenBottom)
         {
             //Camera.main.GetComponent<BallSpawner>().SpawnBall();
             // HUD.ReduceBallsLeft();
             ballsLeftEvent.Invoke();
             AudioManager.Play(AudioClipName.BallLost);
         }
         Destroy(gameObject);
     }
 }
Esempio n. 2
0
    void Update()
    {
        if (timer.Finished)
        {
            //ballsLeftEvent.Invoke();
            ballSpawner.SpawnBall();
            Destroy(gameObject);
        }
        else if (rigidBody2D.position.y < (ScreenUtils.ScreenBottom - 0.2f))
        {
            ballsLeftEvent.Invoke();
            ballSpawner.SpawnBall();
            Destroy(gameObject);
        }

        if (speedupBall)
        {
            if (speedupTimer.Finished)
            {
                rigidBody2D.velocity = rigidBody2D.velocity / speedupFactor;
                speedupBall          = false;
            }
        }
    }