コード例 #1
0
    /// <summary>
    /// When the player clicks, we set the first point of the platform
    /// it's called "TryInitialize", because we call it every frame,
    /// but it doesn't do anything except on the frame that the player clicks the mouse
    /// </summary>
    /// <param name="position">the position of the mouse, in "world" coordinates</param>
    void TryInitialize(Vector2 position)
    {
        if (Input.GetMouseButtonDown(0) && !hoverBallSpawner)
        {
            //set the start position as the input position
            startPosition = position;

            //instantiate the prefab, and set it as our "currentPlatform" so we
            //don't make more than one at a time

            currentPlatform = Instantiate(platformModel) as Transform;

            if (currentPlatform.GetComponent <RhythmBounce>())
            {
                RhythmBounce rhythmBounce = currentPlatform.GetComponent <RhythmBounce>();
                rhythmBounce.platformRhythm = platformRhymicValue;
                rhythmBounce.maxSpeed       = platformMaxVelocity;
            }
            //set the prefab's position accordingly
            currentPlatform.position = startPosition;
        }
    }
コード例 #2
0
    /// <summary>
    /// When the player clicks, we set the first point of the platform
    /// it's called "TryInitialize", because we call it every frame,
    /// but it doesn't do anything except on the frame that the player clicks the mouse
    /// </summary>
    /// <param name="position">the position of the mouse, in "world" coordinates</param>
    void TryInitialize(Vector2 position)
    {
        if (Input.GetMouseButtonDown(0))
        {
            //set the start position as the input position
            startPosition = position;
            //instantiate the prefab, and set it as our "currentPlatform" so we
            //don't make more than one at a time
            currentPlatform = Instantiate(platformModel);

            //NEW ADDITION - for rhythmic version.
            //This sets the max speed and platform rhythm according to spawner values
            if (currentPlatform.GetComponent <RhythmBounce>())
            {
                RhythmBounce rhythmBounce = currentPlatform.GetComponent <RhythmBounce>();
                currentPlatform.GetComponent <pxStrax>().release = platformSynthRelease;
                rhythmBounce.platformRhythm = platformRhymicValue;
                rhythmBounce.maxSpeed       = platformMaxVelocity;
            }
            //set the prefab's position accordingly
            currentPlatform.transform.position = startPosition;
        }
    }