public void ChangeEffect(DDObjectTypes type) { ResetEffects(); if (type != DDObjectTypes.Live) { curEffectsTime = maxEffectsTime; } switch (type) { case DDObjectTypes.Collaps: Player.transform.localScale = new Vector3(2f, 3f, 3f); currentEffect = DDObjectTypes.Collaps; break; case DDObjectTypes.Expand: Player.transform.localScale = new Vector3(4f, 3f, 3f); currentEffect = DDObjectTypes.Expand; break; case DDObjectTypes.SpeedUp: ball.rigidbody.AddForce(ball.rigidbody.velocity.normalized * ImpulseCoef, ForceMode2D.Impulse); currentEffect = DDObjectTypes.SpeedUp; break; case DDObjectTypes.SpeedDown: ball.rigidbody.AddForce(ball.rigidbody.velocity.normalized * -ImpulseCoef, ForceMode2D.Impulse); currentEffect = DDObjectTypes.SpeedDown; break; case DDObjectTypes.Live: this.Lives += 1; break; } }
public void ResetEffects() { curEffectsTime = 0; Player.transform.localScale = new Vector3(3f, 3f, 3f); if (currentEffect == DDObjectTypes.SpeedDown) { ball.rigidbody.AddForce(ball.rigidbody.velocity.normalized * ImpulseCoef, ForceMode2D.Impulse); } else if (currentEffect == DDObjectTypes.SpeedUp) { ball.rigidbody.AddForce(ball.rigidbody.velocity.normalized * -ImpulseCoef, ForceMode2D.Impulse); } currentEffect = DDObjectTypes.None; }
void Start() { gameController = GameObject.Find("GameController").GetComponent <GameController>(); spriteRenderer = gameObject.GetComponent <SpriteRenderer>(); type = this.setType(); switch (type) { case DDObjectTypes.Expand: spriteRenderer.sprite = expandSprite; break; case DDObjectTypes.Collaps: spriteRenderer.sprite = collapsSprite; break; case DDObjectTypes.SpeedUp: spriteRenderer.sprite = speedUpSprite; break; case DDObjectTypes.SpeedDown: spriteRenderer.sprite = speedDownSprite; break; case DDObjectTypes.Live: spriteRenderer.sprite = liveSprite; break; } }