////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //Generates shooting object internal void GenerateStriker() { if (LevelManager.currentBalls < 1 && LevelManager.GameType == LevelManager.GameTypes.NORMAL) { return; } striker.transform.position = currentStrikerPosition.position; currentStrikerObject = nextStrikerObject; currentStrikerObject.transform.SetParent(striker.transform); if (isFirstObject) { currentStrikerObject.transform.localPosition = Vector3.zero; isFirstObject = false; } strikerScript.currentStrikerObject = currentStrikerObject; GenerateNextStriker(); CheckCurrentStrikerColor(); inputScript.CheckColor(); //Save the balls instantiated at the begining of the level SaveBallsID(); }
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //FIREBALL internal void SetFireBall() { if (currentStrikerObject != null) { if (currentStrikerObject.transform.childCount > 0) { //Desactivar booster if (fireBall) { currentStrikerObject.transform.GetChild(0).GetComponent <SpriteRenderer>().sprite = oldSprite; currentStrikerObject.name = oldName; currentStrikerObject.GetComponent <PlayingObject>().isBooster = false; inputScript.CheckColor(); fireBall = false; sCurrentSpecialBall = ""; } //Activar booster else { if (!bombBall && !multiBall) { oldSprite = currentStrikerObject.transform.GetChild(0).GetComponent <SpriteRenderer>().sprite; oldName = currentStrikerObject.name; } currentStrikerObject.transform.GetChild(0).GetComponent <SpriteRenderer>().sprite = spriteFireBall; currentStrikerObject.name = "FireBall"; currentStrikerObject.GetComponent <PlayingObject>().isBooster = true; inputScript.CheckColorBooster(); fireBall = true; bombBall = false; multiBall = false; sCurrentSpecialBall = "Fire Ball"; } } } }