// Use this for initialization void Start() { instance = this; balls = new List <GameObject>(); bouncec = 0; size = 100; kash = 0; text = GameObject.Find("BounceCounter"); kashText = GameObject.Find("Kash"); }
public void createBall(float bounciness, float size) { GameObject obj = Instantiate(prefab, new Vector3(0, 0, 0), Quaternion.identity) as GameObject; obj.GetComponent <SpriteRenderer>().color = new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f)); obj.GetComponent <Collider2D>().sharedMaterial.bounciness = bounciness; obj.GetComponent <Collider2D>().sharedMaterial.friction = 1.0f; obj.GetComponent <Transform>().localScale = new Vector3(size, size, 1); bc = GetComponentInParent <BounceCount>(); BounceCount.instance.addBall(obj); GameObject[] balls = GameObject.FindGameObjectsWithTag("Ball"); foreach (GameObject ball in balls) { foreach (GameObject ballx in balls) { Physics2D.IgnoreCollision(ball.GetComponent <Collider2D>(), ballx.GetComponent <Collider2D>()); } } }