void Initiate_sliced_cube(float half_current_scale) { GameObject sl_cube = Instantiate(sliced_cube) as GameObject; if (!is_direction_z) { sl_cube.transform.localScale = new Vector3(Mathf.Abs(half_current_scale * 2 - transform.localScale.x), new_step, half_current_scale_z * 2); if (transform.position.x > current_x) { sl_cube.transform.position = new Vector3(current_x + half_current_scale_x + 0.5f * sl_cube.transform.localScale.x, transform.position.y + new_step, transform.position.z); } else { sl_cube.transform.position = new Vector3(current_x - half_current_scale_x - 0.5f * sl_cube.transform.localScale.x, transform.position.y + new_step, transform.position.z); } } else { sl_cube.transform.localScale = new Vector3(half_current_scale_x * 2, new_step, Mathf.Abs(half_current_scale * 2 - transform.localScale.z)); if (transform.position.z > current_z) { sl_cube.transform.position = new Vector3(current_x, transform.position.y + new_step, current_z + half_current_scale_z + 0.5f * sl_cube.transform.localScale.z); } else { sl_cube.transform.position = new Vector3(current_x, transform.position.y + new_step, current_z - half_current_scale_z - 0.5f * sl_cube.transform.localScale.z); } } sl_cube.GetComponent <Renderer>().material.SetColor("_Color", CubeColor.CurrentColor()); }
void Restart() { string name = "Falling_cube(Clone)"; Destroy(GameObject.Find(name)); for (int i = 0; i < count; i++) { Destroy(GameObject.Find(name + "(Clone)")); name += "(Clone)"; } string sliced = "Sliced_cube(Clone)"; while (GameObject.Find(sliced) != null) { DestroyImmediate(GameObject.Find(sliced)); } Camera.allCameras [0].transform.position = new Vector3(-11.8f, 23.89f, -10f); count = 0; GameObject first_cube = GameObject.Find("Falling_cube"); first_cube.transform.localScale = new Vector3(maxSizeOfSide, new_step, maxSizeOfSide); first_cube.transform.position = new Vector3(0f, new_step, 0f); first_cube.GetComponent <Falling_cube>().stop_cube = false; first_cube.GetComponent <Falling_cube>().enabled = true; first_cube.GetComponent <CubeColor> ().ResetColors(); first_cube.GetComponent <Renderer>().material.SetColor("_Color", CubeColor.CurrentColor()); is_direction_z = false; is_right_side = false; new_step = 1f; current_x = 0f; current_z = 0f; half_current_scale_x = maxSizeOfSide / 2f; half_current_scale_z = maxSizeOfSide / 2f; new_game = true; GameObject.Find("CUBE").GetComponent <Renderer>().material.SetColor("_Color", CubeColor.CurrentColor()); GameObject.Find("shadow").GetComponent <Renderer> ().material.SetColor("_Color", CubeColor.CurrentColor()); background.ResetBackground(); }
// Use this for initialization void Start() { GetComponent <Renderer> ().material.SetColor("_Color", CubeColor.CurrentColor()); }