//this will figure out which pins are knocked over and use that to determine the score public void TalleyScore() { int score = 0; for (int i = 0; i < pins.Count; i++) { float angle = Vector3.Dot(Vector3.up, pins[i].transform.up); if (angle <= 0.9f)//if a pin falls past this angle, it counts as one point { score++; } } print(score); bowlingCheckListItem.Score = score; //used for adding score to scoreboard bowlingCheckListItem.OnBowlingScored(); }
public void TalleyScore() { score = 0; for (int i = 0; i < pins.Count; i++) { float angle = Vector3.Dot(Vector3.up, pins[i].transform.up); if (angle <= 0.9f) { score++; } } bowlingCheckListItem.Score = score; bowlingCheckListItem.OnBowlingScored(); }
public void TalleyScore() { //Integer variable "score" created to store the value for the amount of pins knocked over //Score set to 0 at the start of function to prevent previous score from being carried over int score = 0; //For loop checks each pin's "up" angle and the game world's "up" angle using the Dot function //If the pin's angle is less than 0.9f (world up angle), then it is fallen over and a score is added //The score is printed in the console after the for loop for (int i = 0; i < pins.Count; i++) { float angle = Vector3.Dot(Vector3.up, pins[i].transform.up); if (angle < 0.9f) { score++; } } //Set the score to the BowlingCheckListItem's "Score" property //Call the OnBowlingScored function from the BowlingCheckListItem class bowlingCheckListItem.Score = score; bowlingCheckListItem.OnBowlingScored(); }