private void ApplyPowerUp(PowerUpType type) { Debug.Log("called"); switch (type) { case PowerUpType.SizeUp: ChangeSize(1); break; case PowerUpType.SizeDown: ChangeSize(-1); break; case PowerUpType.BallSpeedUp: //TODO break; case PowerUpType.BallSpeedDown: //TODO break; case PowerUpType.MultiBall: level.AddBall(3); break; case PowerUpType.BlastBall: //TODO break; case PowerUpType.Laser: //TODO break; case PowerUpType.ExtraBall: state.AddExtraBalls(1); break; case PowerUpType.ExtraPaddle: //TODO break; case PowerUpType.Score100: state.AddScore(100); break; case PowerUpType.Score250: state.AddScore(250); break; case PowerUpType.Inversion: // TODO break; case PowerUpType.None: default: break; } }
private void Start() { // level 1 newLevel = new Level(9, 50, true); newLevel.AddBall(new Vector3Int(4, 4, 4), 7); levels.Add(newLevel); // level 2 newLevel = new Level(15, 30, true); newLevel.AddSquare(new Vector3Int(3, 1, 3), 3); levels.Add(newLevel); // level 3 newLevel = new Level(18, 30, true); newLevel.AddEmptyBall(new Vector3Int(3, 3, 3), 7); levels.Add(newLevel); // level 4 newLevel = new Level(14, 40, true); newLevel.AddCylinder(new Vector3Int(3, 0, 3), Vector3Int.up, 5, 4); levels.Add(newLevel); // level 5 newLevel = new Level(12, 40, true); newLevel.AddEmptyCylinder(new Vector3Int(3, 0, 3), Vector3Int.up, 5, 8); levels.Add(newLevel); // level 6 newLevel = new Level(7, 30, true); newLevel.AddCylinder(new Vector3Int(2, 0, 3), Vector3Int.up + Vector3Int.right * 2, 5, 17); levels.Add(newLevel); // level 7 newLevel = new Level(9, 40, true); newLevel.AddEmptyQuad(new Vector3Int(4, 4, 4), Vector3Int.one * 7); newLevel.RemoveQuad(new Vector3Int(4, 4, 4), new Vector3Int(3, 3, 9)); levels.Add(newLevel); // level 8 newLevel = new Level(9, 40, true); newLevel.AddBall(new Vector3Int(4, 4, 4), 9); newLevel.RemoveSquare(new Vector3Int(4, 7, 7), 4); levels.Add(newLevel); }