// Use this for initialization void Awake() { parentRegion = transform.GetComponentInParent<BlockRegion>(); spRenderer = GetComponent<SpriteRenderer>(); spRenderer.receiveShadows = true; spRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On; spRenderer.useLightProbes = true; lightSpr = GetComponentsInChildren<Renderer>()[1]; }
public void Spawn() { Vector2 paddleStartPos = new Vector2(Game.GraphicsDevice.Viewport.Width / 2f, Game.GraphicsDevice.Viewport.Height - 20); this.ball = new BreakoutBall(Game, "Sprites/Ball/ballSmall", new BallController(Game), 220f); PlayerController paddleController = new PlayerController(Game, 0); this.paddle = new BreakoutPaddle(Game, "Sprites/Player/paddleBig", paddleController, ball, 270f, 0f, 0f); upperSpawner = new BlockRegion(Game, new Rectangle(20, 20 + HUDHeight, Game.GraphicsDevice.Viewport.Width - 40, 200), Game.GraphicsDevice); lowerSpawner = new BlockRegion(Game, new Rectangle(20, 120 + HUDHeight, Game.GraphicsDevice.Viewport.Width - 40, 200), Game.GraphicsDevice); Game.Components.Add(paddleController); Game.Components.Add(paddle); Game.Components.Add(ball); Game.Components.Add(upperSpawner); Game.Components.Add(lowerSpawner); this.paddle.Transform.position = paddleStartPos; LevelOne(); }
public void SetParentRegion(BlockRegion region) { parentRegion = region; }