public void fire() { int ballsInCircle = (int)PlayTimeSettings.ballSeparateness * 30; List <float3> circle = new List <float3>(); float step = 2 * Mathf.PI / ballsInCircle; for (float theta = 0; theta < 2 * Mathf.PI; theta += step) { float x = 0 - 2 * Mathf.Cos(theta); float y = 0 - 2 * Mathf.Sin(theta); circle.Add(new float3(x, y, 0) * PlayTimeSettings.ballSeparateness / 1.3f); } ballShooter.fireBallGroup(circle); }
public void fire() { List<float3> grid = new List<float3>(); int xSize = PlayTimeSettings.gridSizeX; int ySize = PlayTimeSettings.gridSizeY; int zSize = PlayTimeSettings.gridSizeZ; float xAdjust = xSize / 2 * PlayTimeSettings.ballSeparateness; float yAdjust = ySize / 2 * PlayTimeSettings.ballSeparateness; float zAdjust = zSize / 2 * PlayTimeSettings.ballSeparateness; for (int i = 0; i < xSize; i++) { for (int j = 0; j < ySize; j++) { for (int k = 0; k < zSize; k++) { grid.Add(new float3(i * PlayTimeSettings.ballSeparateness, j * PlayTimeSettings.ballSeparateness, k * PlayTimeSettings.ballSeparateness)); } } } ballShooter.fireBallGroup(grid); }
public void fire() { List <float3> grid = new List <float3>(); for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { for (int k = 0; k < 5; k++) { grid.Add(new float3(i, j, k)); } } } ballShooter.fireBallGroup(grid); }