internal void spawnBalls(Vector3 position, int count) { for (int i = 0; i < count; i++) { HawkBall spawnedBall = Instantiate(ballPrefab, position, Quaternion.identity) as HawkBall; Rigidbody2D spawnedBallRb = spawnedBall.GetComponent <Rigidbody2D>(); spawnedBallRb.velocity = new Vector2(0, initialBallSpeed); balls.Add(spawnedBall); } }
private void InitBall() { // reset list here to avoid null errors balls = new List <HawkBall>(); Vector3 paddlePosition = paddle.gameObject.transform.position; Vector3 startingPosition = new Vector3(paddlePosition.x, paddlePosition.y + .27f, 0); initialBall = Instantiate(ballPrefab, startingPosition, Quaternion.identity); initialBallRB = initialBall.GetComponent <Rigidbody2D>(); balls.Add(initialBall); }