//the ball has fallen out public void fallout() { if (BallMode.FALL != m_ballMode && m_won == false) { Debug.Log("FALLOUT" + m_gameScript.getNomStrokes()); //call the gamescripts fallout start m_gameScript.onFallOutStart(); if (onWaterHitGO) { GameObject go = (GameObject) Instantiate(onWaterHitGO, transform.position, Quaternion.identity); Destroy(go, 2); } if (m_ballMode != BallMode.WIN) { m_fallTime = fallTime; m_ballMode = BallMode.FALL; } } }
private int scoreBar = 100; //Amount of points the player needs for the next ball to spawn void Start() { //Initialization countManage = GameObject.Find("Counter Manager"); cor = startSpawnSequence(BallMode.get()); StartCoroutine(cor); cor = spawnSequence(); StartCoroutine(cor); }
public class InitData : MonoBehaviour { //This class will attempt to load the saved high score data on a scene's awake //If this fails, then it will save a new file with the default values of 0 and 0 void Awake() { //Initialization if (DataManager.highScore == null && !DataManager.Load()) { DataManager.Save(0, 0); } if (BallMode.get() == 0) { BallMode.set(1); } }
public void victory() { m_won = true; GetComponent <Rigidbody>().isKinematic = true; m_gameScript.onStrokeEnd(); if (GetComponent <Rigidbody>().isKinematic == false) { GetComponent <Rigidbody>().velocity = Vector3.zero; GetComponent <Rigidbody>().angularVelocity = Vector3.zero; } if (m_gameScript) { m_gameScript.victory(); } m_ballMode = BallMode.WIN; }
public void setMode(BallMode bmode) { BallManager.enterState(bmode.ToString()); if (m_ballMode == BallMode.WIN) { if (GetComponent <Rigidbody>()) { GetComponent <Rigidbody>().isKinematic = true; } m_won = true; } if (m_won == false) { m_ballMode = bmode; } }
public Ball GenerateRandomBall(BallMode mode) { int start = (int)BallType.Blue; int end = (int)BallType.Ghost + 1; int result = Random.Range(start, end); // result = 0; Ball ball = m_Balls[0]; m_Balls.RemoveAt(0); ball.SetBallType((BallType)result); ball.SetBallMode(mode); ball.SetBallActive(true); ball.LoadSprite(m_BallSprites[result]); return(ball); }
//the ball has fallen out public void fallout() { if(BallMode.FALL!=m_ballMode && m_won==false) { Debug.Log("FALLOUT" + m_gameScript.getNomStrokes()); //call the gamescripts fallout start m_gameScript.onFallOutStart(); if(onWaterHitGO) { GameObject go = (GameObject) Instantiate(onWaterHitGO,transform.position,Quaternion.identity); Destroy(go,2); } if(m_ballMode!=BallMode.WIN) { m_fallTime = fallTime; m_ballMode = BallMode.FALL; } } }
public void victory() { m_won=true; GetComponent<Rigidbody>().isKinematic=true; m_gameScript.onStrokeEnd(); if(GetComponent<Rigidbody>().isKinematic==false) { GetComponent<Rigidbody>().velocity=Vector3.zero; GetComponent<Rigidbody>().angularVelocity=Vector3.zero; } if(m_gameScript) { m_gameScript.victory(); } m_ballMode = BallMode.WIN; }
public void setMode(BallMode bmode) { BallManager.enterState( bmode.ToString() ); if(m_ballMode==BallMode.WIN) { if(GetComponent<Rigidbody>()) { GetComponent<Rigidbody>().isKinematic=true; } m_won=true; } if(m_won==false) { m_ballMode = bmode; } }
public void chooseOption(int mode) //Sets the selected ball mode before switching scenes { BallMode.set(mode); changeToJuggle(); }