void Awake() { if (instance == null) { instance = this; } audioS = GetComponent <AudioSource>(); }
protected void Start() { zRot = transform.localEulerAngles.z; base.Start(); pPad = GameObject.Find("pressurePad").GetComponent <PadScript>(); GetComponent <Rigidbody>().centerOfMass -= new Vector3(0, 1.5f, 0); }
void Start() { padScript = GameObject.Find("Pad").GetComponent <PadScript>(); sphereScript = GameObject.Find("Sphere").GetComponent <SphereScript>(); cannon.SetActive(false); GameObject brickArea = GameObject.Find("BrickArea"); float brickWidth = (brickArea.renderer.bounds.size.x - brickWidthGap * (brickColumns - 1)) / brickColumns; print(brickWidth); float brickHeight = (brickArea.renderer.bounds.size.z - brickHeightGap * (brickRows - 1)) / brickRows; print(brickHeight); Vector3 bricksStart = new Vector3(); bricksStart = brickArea.transform.position - brickArea.renderer.bounds.size / 2; bricksStart.z = brickArea.transform.position.z + brickArea.renderer.bounds.size.z / 2; bricksStart.x += brickWidth / 2; bricksStart.z -= brickHeight / 2; print(bricksStart); int index = 0; float x = bricksStart.x, z = bricksStart.z; for (int i = 0; i < brickRows; i++) { for (int j = 0; j < brickColumns; j++) { float yPos = 0; bricks[index] = (Transform)Instantiate(prefabBrick, new Vector3(x, yPos, z), new Quaternion(0, 180, 0, 0)); bricks[index].localScale = new Vector3(brickWidth, bricks[index].localScale.y, brickHeight); index++; x += brickWidth + brickWidthGap; } x = bricksStart.x; // reset x bricks start to initial one z -= brickHeight + brickHeightGap; } _brickCounter = bricks.Length; _count = 0; }
void Start() { padScript = GameObject.Find("Pad").GetComponent<PadScript>(); sphereScript = GameObject.Find("Sphere").GetComponent<SphereScript>(); cannon.SetActive(false); int index = 0; int x = 0, z = 0; for(int i = 0; i < 3; i++) { for(int j = 0; j < 12; j++) { float yPos = 0; bricks[index] = (Transform)Instantiate(prefabBrick, new Vector3(x, yPos, z), new Quaternion(0,180,0,0)); index++; x += 3; } x=0; z += -2; } _brickCounter = bricks.Length; _count = 0; }
void Start() { padScript = GameObject.Find("Pad").GetComponent <PadScript>(); sphereScript = GameObject.Find("Sphere").GetComponent <SphereScript>(); cannon.SetActive(false); int index = 0; int x = 0, z = 0; for (int i = 0; i < 3; i++) { for (int j = 0; j < 12; j++) { float yPos = 0; bricks[index] = (Transform)Instantiate(prefabBrick, new Vector3(x, yPos, z), new Quaternion(0, 180, 0, 0)); index++; x += 3; } x = 0; z += -2; } _brickCounter = bricks.Length; _count = 0; }
void Start() { padScript = GameObject.Find("Pad").GetComponent<PadScript>(); sphereScript = GameObject.Find("Sphere").GetComponent<SphereScript>(); cannon.SetActive(false); GameObject brickArea = GameObject.Find("BrickArea"); float brickWidth = ( brickArea.renderer.bounds.size.x - brickWidthGap * (brickColumns - 1) ) / brickColumns; print (brickWidth); float brickHeight = ( brickArea.renderer.bounds.size.z - brickHeightGap * (brickRows - 1) ) / brickRows; print (brickHeight); Vector3 bricksStart = new Vector3(); bricksStart = brickArea.transform.position - brickArea.renderer.bounds.size/2; bricksStart.z = brickArea.transform.position.z + brickArea.renderer.bounds.size.z/2; bricksStart.x += brickWidth / 2; bricksStart.z -= brickHeight / 2; print (bricksStart); int index = 0; float x = bricksStart.x, z = bricksStart.z; for(int i = 0; i < brickRows; i++) { for(int j = 0; j < brickColumns; j++) { float yPos = 0; bricks[index] = (Transform)Instantiate(prefabBrick, new Vector3(x, yPos, z), new Quaternion(0,180,0,0)); bricks[index].localScale = new Vector3(brickWidth, bricks[index].localScale.y, brickHeight); index++; x += brickWidth + brickWidthGap; } x = bricksStart.x;// reset x bricks start to initial one z -= brickHeight + brickHeightGap; } _brickCounter = bricks.Length; _count = 0; }