private void OnCollisionEnter2D(Collision2D collision) { if (collision.transform.CompareTag("brick")) { Brick brickScript = collision.gameObject.GetComponent <Brick>(); //wejdz do skryptu Brick.cs i pobierz zmienna if (brickScript.hitsToBreak > 1) { brickScript.BreakBrick(); } else { int randomChance = Random.Range(1, 101); if (randomChance > 95) { Instantiate(powerUp, collision.transform.position, collision.transform.rotation); } Transform newExplosion = Instantiate(explosion, collision.transform.position, collision.transform.rotation); //Stworz wybuch w miejscu usuniecia bloku Destroy(newExplosion.gameObject, 2.5f); //usun efekt wybuchu gm.updateScore(brickScript.points); //ile punktow daje cegla gm.updateNumberOfBricks(); //upadte liczbe cegiel Destroy(collision.gameObject); //zniszcz blok(bricka) } } }
private void OnCollisionEnter2D(Collision2D other) { if (other.transform.CompareTag("brick")) { Brick brick = other.gameObject.GetComponent <Brick>(); if (brick.hitsToBreak > 1) { brick.BreakBrick(); } else { int randChance = Random.Range(1, 101); if (randChance < 50) { Instantiate(powerUp, other.transform.position, other.transform.rotation); } Transform newExplosion = Instantiate(explosion, other.transform.position, other.transform.rotation); Destroy(newExplosion.gameObject, 2.5f); gm.UpdateScore(brick.points); gm.UpdateNumberOfBricks(); Destroy(other.gameObject); } } }
void OnCollisionEnter2D(Collision2D other) { if (other.transform.CompareTag("brick")) { int randChance = Random.Range(1, 101); if (randChance < 20) { Instantiate(powerup, other.transform.position, other.transform.rotation); } Brick brickScript = other.gameObject.GetComponent <Brick>(); if (brickScript.hitsToBreak > 1) { brickScript.BreakBrick(); } else { Transform newExplosion = Instantiate(explosion, other.transform.position, other.transform.rotation); Destroy(newExplosion.gameObject, 2.5f); gm.UpdateScore(brickScript.points); gm.UpdateNumberOfBricks(); Destroy(other.gameObject); audioSources[1].Play(); } } audioSources[0].Play(); }