/// <summary> /// Incrementa 'PowerUpBounces'. Quando atingi um certo número de 'bounces', /// escolhe qual será o powerup e ativa a linha de aviso. /// </summary> public void BounceOcurred() { PowerUpBounces++; if (PowerUpBounces == bouncesTillWarningLine) { powerUpType = CustomFuncs.RandomBool() ? PowerUpType.FIRE : PowerUpType.ICE; //powerUpType = PowerUpType.FIRE; //powerUpType = PowerUpType.ICE; linhaDeAviso.gameObject.SetActive(true); linhaDeAviso.GetComponent <SpriteRenderer>().color = powerUpType == PowerUpType.FIRE ? linhaDeAviso.corFogo : linhaDeAviso.corGelo; } if (PowerUpBounces == bouncesTillPowerUp) { lastBounceX = ball.transform.position.x; } }
private void Start() { gameManager = FindObjectOfType <GameManager>(); myCollider = GetComponent <Collider2D>(); foreach (Collider2D collider in FindObjectsOfType <Collider2D>()) { if (collider.gameObject.GetComponent <BarraController>() != null) { padColliders.Add(collider); } } //calcula minY e maxY Sprite sprite = GetComponent <SpriteRenderer>().sprite; maxY = Camera.main.orthographicSize - sprite.bounds.extents.y * transform.localScale.y; minY = -Camera.main.orthographicSize + sprite.bounds.extents.y * transform.localScale.y; //Joga bola velocity = (CustomFuncs.RandomBool()) ? Vector3.left * terminalSpeed * 0.5f : Vector3.right * terminalSpeed * 0.5f; }