void UpdateBillyMeter() { float billyPercent = ((float)billyScore) / maxBillyScore; billyMeter.localScale = Vec.SetX(billyMeter.localScale, 10.7f * billyPercent); ShakeCabinet.UpdateForce(billyPercent); }
void OnCollisionEnter(Collision collision) { game.RemoveRedTile(); GameObject green = GameObject.Instantiate(greenTile, transform.position, transform.rotation, transform.parent) as GameObject; ShakeCabinet oldshake = GetComponent <ShakeCabinet> (); ShakeCabinet newshake = green.GetComponent <ShakeCabinet>(); newshake.cabinet = oldshake.cabinet; newshake.dir = oldshake.dir; newshake.forcePos = oldshake.forcePos; GameObject.Destroy(gameObject); }
void Awake() { ashake = this; }