void Start() { Screen.orientation = ScreenOrientation.Portrait; bestMovesText.text = "Best Moves: " + level; currMovesText.text = "Moves: " + movesCounter; int nowY = STEP; propellerArray = new Propeller[DIMENSION, DIMENSION]; for (int myLine = 0; myLine < DIMENSION; myLine++) { for (int i = 0; i < DIMENSION; i++) { Propeller newPropeller = Instantiate(PropellerPrefab, myCanvas.transform).GetComponent <Propeller>(); Vector2 myPos = new Vector2((startX + i) * STEP, nowY); newPropeller.setPosition(myPos); int first = myLine, second = i; newPropeller.GetComponent <Button>().onClick.AddListener(delegate { onClick(first, second); }); propellerArray[myLine, i] = newPropeller; } nowY -= STEP; } randomToggles(); }
void Crouch() { if (Input.GetKeyDown("s") && !isCharging && !gameObject.GetComponent <PlayerBase>().isKnockingBacks()) { if (!isCrouching) { isCrouching = true; speed = 300f; Arm.GetComponent <SpriteRenderer>().enabled = false; Propeller.GetComponent <SpriteRenderer>().enabled = false; Head.GetComponent <SpriteRenderer>().enabled = false; Bottom.GetComponent <SpriteRenderer>().enabled = false; boxCollider.enabled = false; circleCollider.enabled = false; } else { isCrouching = false; speed = 200f; Arm.GetComponent <SpriteRenderer>().enabled = true; Propeller.GetComponent <SpriteRenderer>().enabled = true; Head.GetComponent <SpriteRenderer>().enabled = true; Bottom.GetComponent <SpriteRenderer>().enabled = true; boxCollider.enabled = true; circleCollider.enabled = true; } } }