private void Awake() { if (instance == null) { instance = this; } }
private void Awake() { ball = GameObject.FindObjectOfType <BasketBall>(); padle = GameObject.FindObjectOfType <PaddleScript>(); levelmenager = GameObject.FindObjectOfType <LevelManager>(); sound = GameObject.FindObjectOfType <SoundManager>(); livep = GameObject.FindObjectOfType <LivePicture>(); }
// Use this for initialization void Start() { numBricks++; if (paddleScript == null) { paddleScript = GameObject.Find("PlayerPaddle").GetComponent <PaddleScript>(); } }
public void Die() { Destroy(gameObject); GameObject paddleObject = GameObject.Find("paddle"); PaddleScript paddleScript = paddleObject.GetComponent <PaddleScript>(); paddleScript.LoseLife(); }
public void Die() { Destroy(gameObject); GameObject paddleObject = GameObject.Find("Paddle"); PaddleScript paddleScript = paddleObject.GetComponent <PaddleScript>(); paddleScript.SpawnBall(); }
public void Die() { Destroy(GameObject.FindGameObjectWithTag("Ball").gameObject); PaddleScript ps = GameObject.Find("Paddle").GetComponent <PaddleScript> (); ps.SpawnBall(); }
public void Die() { GameObject paddleObject = GameObject.Find("paddle"); PaddleScript paddleScript = paddleObject.GetComponent <PaddleScript>(); paddleScript.LoseLife(); Debug.Log("FromGithub4444"); Debug.Log("FromGithub1132"); }
// Use this for initialization void Start() { ballScript = GameObject.FindGameObjectWithTag("Ball").GetComponent <BallScript>(); mapControllerScript = GameObject.FindGameObjectWithTag("Map").GetComponent <MapController>(); GetComponent <Renderer>().enabled = false; paddleManagerScript = GameObject.Find("PaddleManager").GetComponent <PaddleManager>(); if (gameObject.tag != "Paddle1") { paddle1Script = GameObject.FindGameObjectWithTag("Paddle1").GetComponent <PaddleScript>(); } }
//When the ball connects with the enlarged paddle, this coroutine smoothly scales the paddle back down public IEnumerator ShrinkPaddles(GameObject paddle) { PaddleScript paddleScript = paddle.GetComponent <PaddleScript>(); growthScale = new Vector3(paddleScript.currentSize, paddle.transform.localScale.y, paddle.transform.localScale.z); for (float i = 0; i < 1; i += Time.deltaTime / growthSpeed) { paddle.transform.localScale = Vector3.Lerp(paddle.transform.localScale, growthScale, i); yield return(null); } wasEnlarged = false; }
//Destroy the ball and respawn a new ball on the paddle public void Die() { //destroy ball gameobject Destroy(gameObject); //Find the player paddle object GameObject paddleObject = GameObject.Find("Paddle"); //Get the script Component from the paddle gameobject PaddleScript paddleScript = paddleObject.GetComponent <PaddleScript>(); //Call the paddlescript respawn function paddleScript.Spawnball(); }
void Die() { Destroy(gameObject); PaddleScript paddleScript = GameObject.Find("Paddle").GetComponent <PaddleScript> (); paddleScript.AddPoint(pointValue); //GameObject[] bricks = GameObject.FindGameObjectsWithTag ("Brick"); numBricks--; //Debug.Log (numBricks); if (numBricks <= 0) { paddleScript.nextLevel(); } }
//Triggers when it goes above a paddle. Using the exit of a trigger to make it easier to teleport the ball on top of the paddle //as well as it just feeling smoother than triggering as soon as it hits private void OnTriggerExit(Collider other) { if (other.gameObject.tag == "Paddle") { connectedTo = other.gameObject; connectedPaddleScript = connectedTo.GetComponent <PaddleScript>(); gameManager.ApplyScore(); transform.position = new Vector3(transform.position.x, connectedTo.transform.position.y + .2f, transform.position.z); firstShot = false; CalculateNextPaddle(); if (powerupManager.wasEnlarged) { //connectedTo.transform.localScale = new Vector3(connectedPaddleScript.currentSize, connectedTo.transform.localScale.y, connectedTo.transform.localScale.z); StartCoroutine(powerupManager.ShrinkPaddles(connectedTo)); } } }
void HitPaddle(PaddleScript paddle) { paddle.PaddleWasHit(); //we call a function on the paddle when it is hit solely so we can run a function on That paddle, which calls computer script to update its random offset if (paddle.movementDirection == PaddleScript.MovementDirection.vertical) { float paddleOffset = (transform.position.y - paddle.transform.position.y) / 3; //Debug.Log("vertical PADDLE to ball OFFSET: " + paddleOffset); movementVector.y = movementVector.y + paddleOffset; movementVector = ReflectHorizontal(movementVector); } else { float paddleOffset = (transform.position.x - paddle.transform.position.x) / 3; //Debug.Log("horizontal PADDLE to ball OFFSET: " + paddleOffset); movementVector.x = movementVector.x + paddleOffset; movementVector = ReflectVertical(movementVector); } }
void Die() { Destroy(gameObject); PaddleScript paddleScript = GameObject.Find("paddle").GetComponent <PaddleScript>(); paddleScript.AddPoint(pointValue); numBricks--; if (Random.Range(0, powerUpChance) == 0) { Instantiate(powerUpPrefabs[Random.Range(0, powerUpPrefabs.Length)], transform.position, Quaternion.identity); } if (numBricks <= 0) { // Load a new level?? Application.LoadLevel("level2"); } }
public void ActivatePower() { if (isPowerAvailable) { switch (currentPower) { case 0: paddleToEdit = gameManagerScript.nextPaddle.GetComponent <PaddleScript>(); enlargedOriginalSize = paddleToEdit.currentSize; StartCoroutine(EnlargePaddles()); break; case 1: ExtraBall(); break; } isPowerAvailable = false; } }
// Use this for initialization void Start() { paddle = GameObject.FindObjectOfType <PaddleScript> (); paddleToBallVector = this.transform.position - paddle.transform.position; }
// Use this for initialization void Start() { audio = GetComponent <AudioSource>(); paddle = GameObject.FindObjectOfType <PaddleScript>(); ballPaddleDiff = this.transform.position - paddle.transform.position; }
// Use this for initialization void Start() { paddle = PaddleScript.main; }
// Use this for initialization void Start() { paddle = GameObject.FindObjectOfType <PaddleScript> (); paddleBallPosDiff = this.transform.position - paddle.transform.position; }
public void SetActivePaddle(PaddleScript paddleReference) { activePaddle = paddleReference; }
public void SetInactive() { activePaddle = null; }
// Use this for initialization void Start() { script = GetComponent <PaddleScript>(); ball = GameObject.Find("Ball"); }
// Use this for initialization void Start() { paddle = PaddleScript.main; forces = new Vector3 (horizontal, virticle, 0); }
void Start() { paddleScript = FindObjectOfType <PaddleScript>(); }
private void Awake() { rigi = GetComponent <Rigidbody2D>(); padle = GameObject.FindObjectOfType <PaddleScript>(); }
void Start() { paddleObject = (PaddleScript)GameObject.Find("PlayerPaddle").GetComponent <PaddleScript>(); }
void Awake() { main = this; }
// Use this for initialization void Start() { script = GetComponent <PaddleScript>(); }