public void Init(bool gunBall, BallType ballType, BallStyle style, BallColor ballColor, bool checkJoin = false) { if (!ballCollider) { ballCollider = GetComponent <CircleCollider2D>(); } if (!BallBody2D) { BallBody2D = GetComponent <Rigidbody2D>(); } this.style = style; reactAfterJoint = false; killAfterJoint = false; this.ballColor = BallColor.None; ballRenderer.color = Color.white; Colored = true; Destroying = false; waveNum = 0; Targeted = false; ClearJoints(); BallBody2D.isKinematic = this.gunBall = gunBall; BallType = ballType; BallColor = ballColor; WasJoin = false; ballCollider.enabled = true; if (checkJoin) { JoinNearBalls(ballCollider.radius); } }
public GameObject Create(Vector3 position, Color32 color, BallStyle ballStyle) { var ball = GameObject.CreatePrimitive(PrimitiveType.Sphere); ball.transform.localScale = Vector3.one * ballStyle.UniformScale; ball.transform.position = position; ballStyle.Material.color = color; ball.GetComponent <Renderer>().material = ballStyle.Material; return(ball); }
private void Refresh(BallStyle style) { switch (style) { case BallStyle.Normal: Normal.SetActive(true); ColorFigured.SetActive(false); break; case BallStyle.ColorFigured: Normal.SetActive(false); ColorFigured.SetActive(true); break; } }
private void GameData_BallStyleChanged(BallStyle ballStyle) { }
private void GameData_BallStyleChanged(BallStyle style) { Refresh(style); }