// Update is called once per frame // ADDED CODE HERE!!!!!!!!!!!!!!!!!!!! void Update() { meatballInPlay = FindObjectOfType <Meatball>(); if (meatballInPlay == null) { return; } howMuchToScore = meatballInPlay.scoreWorth; }
public mcPoint(float x, float y, float z, int px, int py, int pz, Meatball thismcblob) { this.index = new float[3]; index[0] = x; index[1] = y; index[2] = z; this.px = px; this.py = py; this.pz = pz; this.cntr = 0; this.mcblob = thismcblob; }
/// <summary> /// Create a meatball which adds three particles with springs to the system. /// </summary> /// <param name="system"></param> /// <param name="particle"></param> public override void AddParticle(ParticleSystem system, Particle particle) { //base.AddParticle(system, particle); // ignore the base double x = ParticleSystem.random.NextDouble(X1, X2); Meatball meatball = new Meatball(system, this, x, LinearEquation(x), MinSpringConstant, MaxSpringConstant, MinDampeningConstant, MaxDampeningConstant, MinRestLength, MaxRestLength, true); // add each particle to the dictionary and its associated meatball. foreach (Particle p in meatball.Particles) { mMeatballs.Add(p, meatball); } }