void Update() { BallAI ball = transform.parent.GetComponent <BallAI> (); if (eventList[0][0].Count > 0 || eventList[0][1].Count > 0) { ball.left = upRef(eventList [0] [0], eventList [0] [1]); } if (eventList[1][0].Count > 0 || eventList[1][1].Count > 0) { ball.right = upRef(eventList [1] [0], eventList [1] [1]); } if (eventList[2][0].Count > 0 || eventList[2][1].Count > 0) { ball.up = upRef(eventList [2] [0], eventList [2] [1]); } if (eventList[3][0].Count > 0 || eventList[3][1].Count > 0) { ball.down = upRef(eventList [3] [0], eventList [3] [1]); } ball.up = checkactive(ball.up) ? ball.up : null; ball.left = checkactive(ball.left) ? ball.left : null; ball.right = checkactive(ball.right) ? ball.right : null; ball.down = checkactive(ball.down) ? ball.down : null; ball.anim.SetBool("isGrounded", checkactive(ball.down)); }
private void OnCollisionEnter(Collision other) { _ball = other.gameObject; Ready = true; if (Game.Instance.AIGame) { BallAI ballAI = _ball.GetComponentInChildren <BallAI>(); ballAI.StartCoroutine(ballAI.Launch(1.3f)); } UIWindowManager.WindowHUD.ShowHideLauncher(true); }
void OnTriggerEnter2D(Collider2D coll) { BallAI ball = transform.parent.GetComponent <BallAI> (); if (coll.transform.parent == ball.transform) { return; } if (ball.name.Contains("Azul") && coll.name.Contains("Azul")) { Map m = FindObjectOfType <Map>(); m.won = true; //FindObjectOfType<config> ().Won (); } switch (name) { case "Left": eventList[0][0].Add(coll.transform); //ball.left = coll.transform; break; case "Right": eventList[1][0].Add(coll.transform); //ball.right = coll.transform; break; case "Up": eventList[2][0].Add(coll.transform); //ball.up = coll.transform; break; case "Down": eventList[3][0].Add(coll.transform); //ball.down = coll.transform; //ball.anim.SetBool("isGrounded", true); break; default: //Debug.LogError ("Nao existe um case para " + name + "?"); break; } }
public void CreateBall(bool freeBall) { if (Lives == 0) { UIWindowManager.WindowGameOver.Show(); return; } Ball ball = Instantiate(BallPrefab); ball.transform.parent = Table; ball.transform.position = LauncherPoint.position; BallAI ballAI = ball.GetComponentInChildren <BallAI>(); ballAI.AIEnabled = AIGame; if (!freeBall) { Lives--; } }
void OnTriggerExit2D(Collider2D coll) { BallAI ball = transform.parent.GetComponent <BallAI> (); if (coll.transform.parent == ball.transform) { return; } //Debug.Log ("Ended Collision.\n Direction: " + name); switch (name) { case "Left": eventList[0][1].Add(coll.transform); //ball.left = coll.transform; break; case "Right": eventList[1][1].Add(coll.transform); //ball.right = coll.transform; break; case "Up": eventList[2][1].Add(coll.transform); //ball.up = coll.transform; break; case "Down": eventList[3][1].Add(coll.transform); //ball.down = coll.transform; //ball.anim.SetBool("isGrounded", true); break; default: //Debug.LogError ("Nao existe um case para " + name + "?"); break; } }
void OnMouseOver(){ if(Input.GetMouseButtonDown(0)){ iterator=(iterator+1)%objList.Length; if (current) Destroy(current); if(objList[iterator]){ current = Instantiate(objList[iterator]); current.transform.parent=transform; current.transform.localPosition=(new Vector3(0,0,0)); Animator tan = current.GetComponent<Animator>(); if(tan) tan.enabled=false; EnemyAI tai = current.GetComponent<EnemyAI>(); if(tai) tai.enabled=false; BoxCollider2D tco = current.GetComponent<BoxCollider2D>(); if(tco) tco.enabled=false; CircleCollider2D tcc = current.GetComponent<CircleCollider2D>(); if(tcc) tcc.enabled=false; BallAI tba = current.GetComponent<BallAI>(); if(tba) tba.enabled=false; CogumeloAI tca = current.GetComponent<CogumeloAI>(); if(tca) tca.enabled=false; } Debug.Log ("Clicked at a object in "+transform.position.x+","+transform.position.y); } }