// Use this for initialization void Start() { // Get Game Cpntroller reference MGC = GameObject.Find("MaxGameController").GetComponent <MaxGameController>(); // make column (and Apply MGC scale factors) Transform clone = (Transform)Instantiate(column, new Vector3(0f, (float)MGC.levels * MGC.TierHeight / 2, 0), Quaternion.identity); clone.transform.localScale = Vector3.Scale(clone.transform.localScale, MGC.ColumnScale); // make each layer (Apply MCG Scale factors and append to column) for (int level = 0; level < MGC.levels; level++) { for (int i = 0; i < 12; i++) { if (MGC.data[level, i] == 1) // default segment { //Transform clone = (Transform)Instantiate(segment, new Vector3(0, 1, 0), Quaternion.identity); //clone.Rotate(Vector3.up * i * 30); Transform segClone = (Transform)Instantiate(segment, new Vector3(0, level * MGC.TierHeight, 0), Quaternion.Euler(0, (i * 30) + MGC.SegmentBaseRotation, 0)); segClone.gameObject.tag = level.ToString(); segClone.transform.localScale = Vector3.Scale(segClone.transform.localScale, MGC.SegmentScale); segClone.transform.parent = clone.transform; } } } // create the ball Transform NewBall = (Transform)Instantiate(ball, new Vector3(MGC.BallOffset, (MGC.levels + MGC.BallStartHeightRatio - 1f) * MGC.TierHeight), Quaternion.identity); NewBall.transform.localScale = Vector3.Scale(NewBall.transform.localScale, MGC.BallScale); // Relay info to Game Controller MGC.BallHeight = transform.position.x; }
// Use this for initialization void Start() { // Get Game Cpntroller reference MGC = GameObject.Find("MaxGameController").GetComponent <MaxGameController>(); // Set camera to top transform.position = new Vector3(transform.position.x, MGC.levels, transform.position.z); CurrentTier = MGC.CurrentTier; }
void Awake() { if (instance) { Debug.Log("Already a MaxGameController - going to die now ....."); DestroyImmediate(gameObject); return; } instance = this; DontDestroyOnLoad(gameObject); }
// Use this for initialization void Start() { // Get Game Cpntroller reference MGC = GameObject.Find("MaxGameController").GetComponent <MaxGameController>(); vel = new Vector3(0, 0, 0); //establish the top velocity using Newtonian physics // Velocity after falling height D with Acceleration G = Root(2 * D * G) // maxVel = new Vector3(0, Mathf.Sqrt(2 * ((MGC.BallStartHeightRatio * MGC.TierHeight) - MGC.BallRadius) * MGC.Gravity), 0); // BUGGER IT >>> Not working ... will come back to it ..... }