public void Init(Pong2Ball ball) { this.ball = ball; ballPos = ball.transform.position; transform.position = new Vector3(ballPos.x, ballPos.y, -49); rend = GetComponent <Renderer>(); rend.enabled = false; }
// Start is called before the first frame update public void Init(bool isMoving, Pong2Ball ball, bool player) { this.isMoving = isMoving; this.ball = ball; if (!isMoving) { if (player) { transform.position = new Vector3(0, 0, -49); } else { transform.position = new Vector3(0, 0, 49); } } }
void Start() { ball = Instantiate(ball) as Pong2Ball; room = Instantiate(room) as Room; playerPaddle = Instantiate(paddle) as Pong2Paddle; computerPaddle = Instantiate(paddle) as Pong2Paddle; movingIndicator = Instantiate(indicator) as Indicator; playerPaddle.Init(true, ball, false); computerPaddle.Init(false, ball, false); movingIndicator.Init(true, ball, false); ball.Init(true); restartText.enabled = false; restart.image.enabled = false; startTime = Time.time; }
public void Init(bool isPlayer, Pong2Ball ball, bool playForTime) { this.ball = ball; this.isPlayer = isPlayer; this.playForTime = playForTime; alpha = 0.3f; impulseTime = 0; collided = false; //Retrieving the material component and current material color and setting the opacity to 10% //Used later on to display impulse effect on ball bounce col = gameObject.GetComponent <Renderer>().material.color; gameObject.GetComponent <Renderer>().material.color = new Color(col.r, col.g, col.b, 0.1f); //Setting initial positions for the player and the computer. if (isPlayer) { transform.position = new Vector3(0, VERTICALMID, PLAYERZ); } else { transform.position = new Vector3(0, VERTICALMID, COMPZ); } }