예제 #1
0
    public void Apply(GameController gc)
    {
        switch (type)
        {
            case PowerUpType.lenght:
                gc.paddle.GetComponent<PaddleController>().ChangeState(PaddleController.PaddlePowerState.lenght);
                foreach (GameObject ball in gc.balls)
                {
                    ball.GetComponent<CircleCollider2D>().isTrigger = false;
                }
                break;

            case PowerUpType.tripple:
                foreach (GameObject ball in gc.balls)
                {
                    ball.GetComponent<CircleCollider2D>().isTrigger = false;
                }
                gc.paddle.GetComponent<PaddleController>().ChangeState(PaddleController.PaddlePowerState.normal);
                GameObject[] clones = new GameObject[gc.balls.Count * 2];
                int counter = 0;
                foreach(GameObject ball in gc.balls)
                {
                    Rigidbody2D rb2dOriginal = ball.GetComponent<Rigidbody2D>();
                    GameObject ballClone1 = Instantiate(ball, ball.transform.position, Quaternion.identity) as GameObject;
                    clones[counter++] = ballClone1;
                    Vector2 rndVector = new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f));
                    Rigidbody2D rb2d = ballClone1.GetComponent<Rigidbody2D>();
                    rb2d.velocity = (rb2dOriginal.velocity + rndVector).normalized * rb2dOriginal.velocity.magnitude;
                    GameObject ballClone2 = Instantiate(ball, ball.transform.position, Quaternion.identity) as GameObject;
                    clones[counter++] = ballClone2;
                    rndVector = new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f));
                    rb2d = ballClone2.GetComponent<Rigidbody2D>();
                    rb2d.velocity = (rb2dOriginal.velocity + rndVector).normalized * rb2dOriginal.velocity.magnitude;
                }
                gc.balls.AddRange(clones);
                break;

            case PowerUpType.speedUp:
                foreach (GameObject ball in gc.balls)
                {
                    ball.GetComponent<CircleCollider2D>().isTrigger = false;
                }
                gc.paddle.GetComponent<PaddleController>().ChangeState(PaddleController.PaddlePowerState.normal);
                foreach (GameObject ball in gc.balls)
                {
                    Rigidbody2D rb2dOriginal = ball.GetComponent<Rigidbody2D>();
                    rb2dOriginal.velocity = new Vector2(rb2dOriginal.velocity.x + rb2dOriginal.velocity.normalized.x * 2,
                        rb2dOriginal.velocity.y + rb2dOriginal.velocity.normalized.y * 2);
                }
                break;

            case PowerUpType.speedDown:
                foreach (GameObject ball in gc.balls)
                {
                    ball.GetComponent<CircleCollider2D>().isTrigger = false;
                }
                gc.paddle.GetComponent<PaddleController>().ChangeState(PaddleController.PaddlePowerState.normal);
                foreach (GameObject ball in gc.balls)
                {
                    Rigidbody2D rb2dOriginal = ball.GetComponent<Rigidbody2D>();
                    if (rb2dOriginal.velocity.magnitude >= 3)
                    {
                        rb2dOriginal.velocity = new Vector2(rb2dOriginal.velocity.x - rb2dOriginal.velocity.normalized.x * 2,
                            rb2dOriginal.velocity.y - rb2dOriginal.velocity.normalized.y * 2);
                    }
                }
                break;

            case PowerUpType.sticky:
                foreach (GameObject ball in gc.balls)
                {
                    ball.GetComponent<CircleCollider2D>().isTrigger = false;
                }
                gc.paddle.GetComponent<PaddleController>().ChangeState(PaddleController.PaddlePowerState.sticky);
                gc.paddle.GetComponent<PaddleController>().stickyCount = 3;
                break;

            case PowerUpType.shooting:
                gc.paddle.GetComponent<PaddleController>().ChangeState(PaddleController.PaddlePowerState.shooting);
                foreach (GameObject ball in gc.balls)
                {
                    ball.GetComponent<CircleCollider2D>().isTrigger = false;
                }
                break;

            case PowerUpType.penetrate:
                gc.paddle.GetComponent<PaddleController>().ChangeState(PaddleController.PaddlePowerState.normal);
                foreach (GameObject ball in gc.balls)
                {
                    ball.GetComponent<CircleCollider2D>().isTrigger = true;
                }
                break;

            case PowerUpType.safe:
                foreach (GameObject ball in gc.balls)
                {
                    ball.GetComponent<CircleCollider2D>().isTrigger = false;
                }
                gc.CreateSafeNet();
                break;

            case PowerUpType.livesUp:
                gc.UpdateLives(+1);
                break;

            case PowerUpType.scoreUp:
                gc.UpdateScore(+10000);
                break;

            default:
                break;
        }
        SFXManager.Instance.PlayOnceAndDestroy(powerUpSound);
    }