// Start is called before the first frame update void Start() { P1Rigidbody = P1.GetComponent <Rigidbody2D>(); P2Rigidbody = P2.GetComponent <Rigidbody2D>(); ballRigidbody = ball.GetComponent <Rigidbody2D>(); ballCollider = ball.GetComponent <CircleCollider2D>(); }
// Start is called before the first frame update void Start() { player1RB = player1.GetComponent <Rigidbody2D>(); player2RB = player2.GetComponent <Rigidbody2D>(); ballRB = ball.GetComponent <Rigidbody2D>(); ballCol = ball.GetComponent <CircleCollider2D>(); }
void Awake() { player1Rigidbody = player1.GetComponent <Rigidbody2D>(); player2Rigidbody = player2.GetComponent <Rigidbody2D>(); ballRigidbody = ball.GetComponent <Rigidbody2D>(); ballCollider = ball.GetComponent <CircleCollider2D>(); }
private void Start() { player1RigidBody = player1.GetComponent <Rigidbody2D>(); player2RigidBody = player2.GetComponent <Rigidbody2D>(); ballCollider = ball.GetComponent <CircleCollider2D>(); ballRigidBody = ball.GetComponent <Rigidbody2D>(); }
// Start is called before the first frame update void Start() { // Inisialisasi rigidbody dan collider player1Rigidbody = player1.GetComponent <Rigidbody2D>(); player2Rigidbody = player2.GetComponent <Rigidbody2D>(); ballRigidbody = ball.GetComponent <Rigidbody2D>(); ballCollider = ball.GetComponent <CircleCollider2D>(); }
void Start() { player1rigidbody2d = player1.GetComponent <Rigidbody2D>(); player2rigidbody2d = player2.GetComponent <Rigidbody2D>(); ballRigidbody = ball.GetComponent <Rigidbody2D>(); ballCollider = ball.GetComponent <CircleCollider2D>(); startPowerUpSpawner(); }
// Start is called before the first frame update void Start() { Screen.fullScreen = false; Screen.SetResolution(1280, 720, false); player1Rigidbody = player1.GetComponent <Rigidbody2D>(); player2Rigidbody = player2.GetComponent <Rigidbody2D>(); ballRigidbody = ball.GetComponent <Rigidbody2D>(); ballCollider = ball.GetComponent <CircleCollider2D>(); }
// Start is called before the first frame update void Start() { player1Rigidbody = player1.GetComponent <Rigidbody2D>(); player2Rigidbody = player2.GetComponent <Rigidbody2D>(); ballRigidbody = ball.GetComponent <Rigidbody2D>(); ballCollider = ball.GetComponent <CircleCollider2D>(); StartCoroutine(SpawnPowerUp()); StartCoroutine(SpawnFireball()); }
void Start() { _ballRigidBody2D = ballControl.GetComponent <Rigidbody2D>(); _ballCollider2D = ballControl.GetComponent <CircleCollider2D>(); trajectory.enabled = false; player1Left.dieFireball.AddListener(delegate { _player2Win = true; }); player2Right.dieFireball.AddListener(delegate { _player1Win = true; }); StartGame(); }
//Coroutine buffCyclee, debuffCycle, getPower; // Start is called before the first frame update void Start() { player1Rigidbody = player1.GetComponent <Rigidbody2D>(); player2Rigidbody = player2.GetComponent <Rigidbody2D>(); ballRigidbody = ball.GetComponent <Rigidbody2D>(); ballCollider = ball.GetComponent <CircleCollider2D>(); oldPlayer1Boundary = player1.yBoundary; oldPlayer2Boundary = player2.yBoundary; StartCoroutine(BuffCycle()); StartCoroutine(DebuffCycle()); }
// Start is called before the first frame update void Start() { //Inisialisasi rigidbody dan collider playerRigidbody = player1.GetComponent <Rigidbody2D>(); player2Rigidbody = player2.GetComponent <Rigidbody2D>(); ballRigidbody = ball.GetComponent <Rigidbody2D>(); ballCollider = ball.GetComponent <CircleCollider2D>(); powRigidbody = pow.GetComponent <Rigidbody2D>(); powCollider = pow.GetComponent <CircleCollider2D>(); //Beri jeda waktu untuk aktivasi GameObject Invoke("ActivatePow", 3); }
// Start is called before the first frame update void Start() { player1Rigidbody = player1.GetComponent <Rigidbody2D>(); player2Rigidbody = player2.GetComponent <Rigidbody2D>(); ballRigidbody = ball.GetComponent <Rigidbody2D>(); ballCollider = ball.GetComponent <CircleCollider2D>(); jumlahPowerUp = 0; InvokeRepeating("MakePowerUp", 9.0f + (Random.Range(0, 30) / 10.0f), 4.0f + (Random.Range(0, 30) / 10.0f)); jumlahFireBall = 0; InvokeRepeating("MakeFireBall", 9.0f + (Random.Range(0, 30) / 10.0f), 4.0f + (Random.Range(0, 30) / 10.0f)); player1FireBall = false; player2FireBall = false; }
// Start is called before the first frame update // Inisialisasi rigidbody dan collider void Start() { player1Rigidbody = player1.GetComponent <Rigidbody2D>(); player2Rigidbody = player2.GetComponent <Rigidbody2D>(); ballRigidbody = ball.GetComponent <Rigidbody2D>(); ballCollider = ball.GetComponent <CircleCollider2D>(); fireballRigidbody = fireball.GetComponent <Rigidbody2D>(); fireballCollider = fireball.GetComponent <CircleCollider2D>(); fireballCounter = 0; fireballFrameThreshold = Random.Range(300, 1200); expanderCounter = 0; expanderFrameThreshold = Random.Range(1500, 4800); }
public IEnumerator AnimationOfSprite() // animation off object (example: ball, multi-ball etc.)] { bool isAnim = true; ThrowBall tb = SaveComponent.GetComponent <ThrowBall>(); if (tb != null) { if (tb.This_destroyBall || tb.This_multiBall) { isAnim = false; } } if (isAnim) { SaveComponent.AnimationOfBall(0.5f); yield return(new WaitForFixedUpdate()); StartCoroutine("AnimationOfSprite"); } else { yield return(new WaitForFixedUpdate()); } }
void Awake() { ballRigidbody = ball.GetComponent <Rigidbody2D>(); ballCollider = ball.GetComponent <CircleCollider2D>(); }
// Use this for initialization void Start() { ballRigidBody = ball.GetComponent <Rigidbody2D>(); ballCollider = ball.GetComponent <CircleCollider2D>(); }
void OnTriggerEnter(Collider other) { if (!once && GameObject.Find("Main Camera").GetComponent <ControlOfPl> ().Player_off == 0) // if all right { if (other.gameObject.GetComponent <BallControl> () != null && gameObject.name == "throw ball" && !This_destroyBall && !This_fireBall && !This_DestroyColor && other.gameObject.name != "ball under off") // if it`s simple ball { if (other.GetComponent <BallControl> ().c < other.GetComponent <BallControl> ().ccObject.SetOfPoints.Count - 7) // if it`s not near finish { BallControl otherToScript = other.gameObject.GetComponent <BallControl> (); // get component from other ball mainStart = otherToScript.msScript; GetComponent <BallControl> ().ccObject = otherToScript.ccObject; GetComponent <BallControl> ().msScript = otherToScript.msScript; //тут идет проигрывание звука шарик ударяется if (GameObject.Find("Sound Center").GetComponent <SoundCenter> ().Ball_collision_with_line != null) { GameObject.Find("SC 1").GetComponent <AudioSource> ().PlayOneShot(GameObject.Find("Sound Center").GetComponent <SoundCenter> ().Ball_collision_with_line); } timeBall = mainStart.TimeBall; once = true; Vector3 GetFirst = otherToScript.ccObject.GetNewVector(otherToScript, 0.001f, otherToScript.t - 1, otherToScript.c, true); Vector3 GetSecond = otherToScript.ccObject.GetNewVector(otherToScript, 0.001f, otherToScript.t + 1, otherToScript.c, true); // calculate a two distances, need for get info about future position of ball float dist1 = Mathf.Sqrt((transform.position.x - GetFirst.x) * (transform.position.x - GetFirst.x) + (transform.position.y - GetFirst.y) * (transform.position.y - GetFirst.y) + (transform.position.z - GetFirst.z) * (transform.position.z - GetFirst.z)); float dist2 = Mathf.Sqrt((transform.position.x - GetSecond.x) * (transform.position.x - GetSecond.x) + (transform.position.y - GetSecond.y) * (transform.position.y - GetSecond.y) + (transform.position.z - GetSecond.z) * (transform.position.z - GetSecond.z)); float interval = mainStart.interval; if (dist1 > dist2) { // After this ball mode = mainStart.GeneratedBalls.IndexOf(otherToScript) - 1; StopIndex2 = mainStart.FindStopIndex(mode, 1f, mainStart.BaseSpeed, 0); if (mainStart.BaseSpeed < 0) { StopIndex2 = mainStart.FindStopIndex(mode, 1f, -mainStart.BaseSpeed, 0); } if (mode >= 0) { if ((interval * mainStart.GeneratedBalls [mode].c + interval * mainStart.GeneratedBalls [mode].t) - (interval * mainStart.GeneratedBalls [mode + 1].c + interval * mainStart.GeneratedBalls [mode + 1].t) > mainStart.distance * 0.99f && (interval * mainStart.GeneratedBalls [mode].c + interval * mainStart.GeneratedBalls [mode].t) - (interval * mainStart.GeneratedBalls [mode + 1].c + interval * mainStart.GeneratedBalls [mode + 1].t) < mainStart.distance * 3f) { StopIndex2 = mainStart.FindStopIndex(mode, 1f, mainStart.BaseSpeed, 0); if (mainStart.BaseSpeed < 0) { StopIndex2 = mainStart.FindStopIndex(mode, 1f, -mainStart.BaseSpeed, 0); } dmode = -1; } } } else { // Before this ball mode = mainStart.GeneratedBalls.IndexOf(otherToScript); StopIndex2 = mainStart.FindStopIndex(mode, 1f, mainStart.BaseSpeed, 0); if (mainStart.BaseSpeed < 0) { StopIndex2 = mainStart.FindStopIndex(mode, 1f, -mainStart.BaseSpeed, 0); } if (mode < mainStart.GeneratedBalls.Count - 2) { if ((interval * mainStart.GeneratedBalls [mode].c + interval * mainStart.GeneratedBalls [mode].t) - (interval * mainStart.GeneratedBalls [mode + 1].c + interval * mainStart.GeneratedBalls [mode + 1].t) > mainStart.distance * 1.01f) { dmode = 1; StopIndex2 = mainStart.FindStopIndex((mode - 1), 1f, mainStart.BaseSpeed, 0); if (mainStart.BaseSpeed < 0) { StopIndex2 = mainStart.FindStopIndex((mode - 1), 1f, -mainStart.BaseSpeed, 0); } } } } // start Coroutine for other work if (mainStart.BaseSpeed >= 0) { StartCoroutine(pGoInLine(other.gameObject.GetComponent <SpriteRenderer> ().sortingOrder)); } if (mainStart.BaseSpeed < 0) { StartCoroutine(nGoInLine(other.gameObject.GetComponent <SpriteRenderer> ().sortingOrder)); } mainStart.mode_IndexStop = mode; } } else if (other.gameObject.GetComponent <BallControl> () != null && gameObject.name == "throw ball" && This_destroyBall && other.gameObject.name != "ball under off") // if it`s object that can destroy a ball { once = true; if (GameObject.Find("Sound Center").GetComponent <SoundCenter> ().Bonus_Set_of_destroyBall != null) { GameObject.Find("SC 7").GetComponent <AudioSource> ().PlayOneShot(GameObject.Find("Sound Center").GetComponent <SoundCenter> ().Bonus_Set_of_destroyBall); } BallControl otherToScript = other.gameObject.GetComponent <BallControl> (); GetComponent <BallControl> ().ccObject = otherToScript.ccObject; GetComponent <BallControl> ().msScript = otherToScript.msScript; mainStart = otherToScript.msScript; int Indexofball = mainStart.GeneratedBalls.IndexOf(otherToScript); mainStart.GeneratedBalls.Remove(otherToScript); mainStart.CreateDestroyBall(otherToScript.gameObject); Vector3 ResultPosition = otherToScript.gameObject.transform.position; mainStart.GetComponent <ControlOfPl> ().AddScoreGlobal(mainStart.GetComponent <ControlOfPl> ().Score_Bonuse, otherToScript.GetComponent <SpriteRenderer> ().color, ResultPosition); Destroy(otherToScript.gameObject); mainStart.IndexStop = mainStart.FindStopIndex((mainStart.GeneratedBalls.Count - 2), 1f, mainStart.BaseSpeed, 0); mainStart.gameObject.GetComponent <ControlOfPl> ().SearchAvCollors(); if (Indexofball > 0 && Indexofball < mainStart.GeneratedBalls.Count - 1 && !mainStart.EndOfLine) { if (mainStart.GeneratedBalls [Indexofball].GetComponent <SpriteRenderer> ().color == mainStart.GeneratedBalls [Indexofball - 1].GetComponent <SpriteRenderer> ().color) { if (Indexofball > 1) { if (mainStart.GeneratedBalls [Indexofball - 1].GetComponent <SpriteRenderer> ().color == mainStart.GeneratedBalls [Indexofball - 2].GetComponent <SpriteRenderer> ().color) { mainStart.BaseSpeed = mainStart.saveBaseSpeed; mainStart.StartCoroutine(mainStart.CollisionInline(Indexofball - 1)); } } if (Indexofball < mainStart.GeneratedBalls.Count - 2) { if (mainStart.GeneratedBalls [Indexofball].GetComponent <SpriteRenderer> ().color == mainStart.GeneratedBalls [Indexofball + 1].GetComponent <SpriteRenderer> ().color) { mainStart.BaseSpeed = mainStart.saveBaseSpeed; mainStart.StartCoroutine(mainStart.CollisionInline(Indexofball - 1)); } } } } Destroy(gameObject); } // if`s fire if (other.gameObject.GetComponent <BallControl> () != null && gameObject.name == "throw ball" && This_fireBall) { BallControl otherToScript = other.gameObject.GetComponent <BallControl> (); GetComponent <BallControl> ().ccObject = otherToScript.ccObject; GetComponent <BallControl> ().msScript = otherToScript.msScript; mainStart = otherToScript.msScript; mainStart.GeneratedBalls.Remove(otherToScript); mainStart.CreateDestroyBall(otherToScript.gameObject); Vector3 ResultPosition = otherToScript.gameObject.transform.position; mainStart.GetComponent <ControlOfPl> ().AddScoreGlobal(mainStart.GetComponent <ControlOfPl> ().Score_Bonuse, otherToScript.GetComponent <SpriteRenderer> ().color, ResultPosition); Destroy(otherToScript.gameObject); mainStart.IndexStop = mainStart.FindStopIndex((mainStart.GeneratedBalls.Count - 2), 1f, mainStart.BaseSpeed, 0); mainStart.gameObject.GetComponent <ControlOfPl> ().SearchAvCollors(); } // if it`s arrow if (other.gameObject.GetComponent <BallControl> () != null && gameObject.name == "throw ball" && This_DestroyColor && other.gameObject.name != "ball under off") { once = true; if (GameObject.Find("Sound Center").GetComponent <SoundCenter> ().Bonus_Destroy_color != null) { GameObject.Find("SC 8").GetComponent <AudioSource> ().PlayOneShot(GameObject.Find("Sound Center").GetComponent <SoundCenter> ().Bonus_Destroy_color); } BallControl otherToScript = other.gameObject.GetComponent <BallControl> (); GetComponent <BallControl> ().ccObject = otherToScript.ccObject; GetComponent <BallControl> ().msScript = otherToScript.msScript; mainStart = otherToScript.msScript; Color Color_use = otherToScript.GetComponent <SpriteRenderer> ().color; int countGB = 0; List <BallControl> ListOfDel = new List <BallControl> { }; while (countGB < mainStart.GeneratedBalls.Count) { if (mainStart.GeneratedBalls [countGB].GetComponent <SpriteRenderer> ().color == Color_use && mainStart.GeneratedBalls [countGB].gameObject.name == "ball") { ListOfDel.Add(mainStart.GeneratedBalls [countGB]); } countGB++; } while (ListOfDel.Count > 0) { mainStart.GeneratedBalls.Remove(ListOfDel [0]); mainStart.CreateDestroyBall(ListOfDel [0].gameObject); Vector3 ResultPosition = ListOfDel [0].gameObject.transform.position; mainStart.GetComponent <ControlOfPl> ().AddScoreGlobal(mainStart.GetComponent <ControlOfPl> ().Score_Bonuse, otherToScript.GetComponent <SpriteRenderer> ().color, ResultPosition); Destroy(ListOfDel [0].gameObject); ListOfDel.Remove(ListOfDel [0]); } mainStart.gameObject.GetComponent <ControlOfPl> ().SearchAvCollors(); mainStart.IndexStop = mainStart.FindStopIndex((mainStart.GeneratedBalls.Count - 2), 1f, mainStart.BaseSpeed, 0); Destroy(gameObject); } } }
void Start() { _ballRigidbody2D = ball.GetComponent <Rigidbody2D>(); _ballCircleCollider2D = ball.GetComponent <CircleCollider2D>(); }