// Use this for initialization
    void Start()
    {
        GM     = GameObject.Find("GameManager").GetComponent <scr_GameManager>();
        BM     = GameObject.FindGameObjectWithTag("bag").GetComponent <scr_bagMovement>();
        ISM    = GM.GetComponent <scr_IngameSoundManager>();
        pooler = GameObject.FindGameObjectWithTag("pooler").GetComponent <scr_obp>();
        FH     = GM.GetComponent <scr_FileHandler>();
        PE     = GM.GetComponent <scr_PotionEffects>();

        collectedParticles = 0;
        m_particle_1_score = GM.GetParticleScore(0);
        m_particle_2_score = GM.GetParticleScore(1);
        m_particle_3_score = GM.GetParticleScore(2);

        //The actual amount of particles;
        maxParticles = GM.GetMaxWinParticles() * GM.GetMaxBagAmount();
        maxScore     = maxParticles * (int)m_particle_2_score;

        //Håkans particle systems for when particles enters the glassjar
        emitPosition1 = transform.GetChild(0);
        PS1           = emitPosition1.GetComponent <ParticleSystem>();
        PS1.Stop();

        emitPosition2 = transform.GetChild(1);
        PS2           = emitPosition2.GetComponent <ParticleSystem>();
        PS2.Stop();

        emitPosition3 = transform.GetChild(2);
        PS3           = emitPosition3.GetComponent <ParticleSystem>();
        PS3.Stop();
        //End Håkans potions
    }
예제 #2
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	void Awake () 
    {
        BM = this.GetComponent<scr_bagMovement>();
        m_frameCounter = 1;
        GM = GameObject.Find("GameManager").GetComponent<scr_GameManager>();
        ISM = GM.GetComponent<scr_IngameSoundManager>();

        particleAmount = GM.GetMaxWinParticles();
        objectPooler = GameObject.FindGameObjectWithTag("pooler").GetComponent<scr_obp>();
        m_exploding = false;
	}
예제 #3
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    public void ExplodeBag()
    {
        ISM.PlayBagBreak();
     //   int maxWinAmount = GM.GetMaxWinParticles() * BM.GetRemainingBounces() / BM.GetMaxBounces();
        int index = BM.GetMaxBounces() - BM.GetRemainingBounces();
        int maxWinAmount = GM.GetMaxWinParticles();
        for(int i = 0; i < index; i++)
        {
            maxWinAmount -=  l_ParticlesPerBounce[i];
        }

        int loopAmount = maxWinAmount / bagExplosionFrameAmount;
        SpawnParticlesAroundBag(loopAmount);

        if (m_frameCounter == bagExplosionFrameAmount)
        {
            BM.DestroyBag();
        }
        m_frameCounter += 1;
    }