// Start is called before the first frame update void Start() { gameEnd = false; //load the data from the peddle data attribute = peddleAttribute.normal; length = data.paddeLength; speed = data.paddleSpeed; transform.localScale = new Vector3(0.5f, data.paddeLength, 0f); //using this to check the wrong data in the balldata. if (speed == 0 || length == 0) { Debug.Assert(speed != 0, "The paddle speed sould not be 0, you can change it in Asset/Data/PaddleData"); Debug.Assert(length != 0, "The paddle length sould not be 0, you can change it in Asset/Data/PaddleData"); #if UnityEditor UnityEditor.EditorApplication.isPlaying = false; #endif } }
private IEnumerator AttributeCoroutine(int attributeIndex) { yield return(new WaitForSeconds(5f)); attribute &= ~(peddleAttribute)attributeIndex; }
//the function to change the attribut of the peddle for the skill system public void ChangeAttribute(int attributeIndex) { attribute |= (peddleAttribute)attributeIndex; StartCoroutine(AttributeCoroutine(attributeIndex)); }