private void ConstructLevel(int index) { StopAllCoroutines(); StopCoroutine(Restart()); var levelModel = Instantiate(levelInvironmentPrefabs[index]); tower = FindObjectOfType <Tower>(); towerRotator = FindObjectOfType <TowerRotator>(); gun = FindObjectOfType <Gun>(); ammo = FindObjectOfType <Ammo>(); box = FindObjectOfType <BoxHandler>(); cannonBallText = FindObjectOfType <CannonBallCountText>(); brick = FindObjectOfType <BrickBehavior>(); tower.Init(); towerRotator.Init(); gun.Init(); ringCounter++; box.Init(); cannonBallText.Init(); rings = tower.rings; prevLevelModel = levelModel; StartCoroutine(CountBull()); timer = (timeForOneRing - (timeForOneRing * ringCounter * 2 / timeForOneRing)) * ringCounter; startTime = timer; UIHandler.Instance.Init(); }
void MakeRing(int ringCount) { float radius = baseRadius + ringDepth * level; for (int n = 0; n < numBricks; n++) { double start = angle * n; string id = ringCount + "." + n; BrickBehavior brick = new BrickBehavior(id, radius, start, start + angle); } }
public List <BrickBehavior> InitBrick(int brickCount) { List <BrickBehavior> bricksList = new List <BrickBehavior>(); BrickBehavior brick = new BrickBehavior(); for (int i = 0; i < brickCount; i++) { bricksList.Add(brick); } return(bricksList); }
// Use this for initialization void Awake() { main = this; rend = GetComponent <Renderer> (); rend.enabled = true; brickColl =rend.material;//new Material (Shader.Find("brick")); brickColl.color = new Color32((byte)(cR * durability), (byte)(cG* durability),(byte)(cB* durability), (byte)(cA)); curentCollor = brickColl.color; uperBound = (float)(transform.position.y + (transform.localScale.y * .5)); lowerBound = (float)(transform.position.y - (transform.localScale.y * .5)); leftBound = (float)(transform.position.x - (transform.localScale.x * .5)); rightBound = (float)(transform.position.x + (transform.localScale.x * .5)); // Debug.Log (curentCollor.r ); }
void InstantiateTest() { if (testBrick) { Destroy(testBrick); } else { } testBrick = Instantiate(selectedBrick); testBrick.GetComponent <MeshRenderer>().material = testMat; testBrick.GetComponent <Collider>().enabled = false; testBrick.transform.position = transform.position + transform.forward * maxDistance; bh = testBrick.GetComponent <BrickBehavior>(); testMR = testBrick.GetComponent <MeshRenderer>(); brickInfo = testBrick.GetComponent <BrickInfo>(); }
private void OnEnable() { myScript = (BrickBehavior)target; }