Пример #1
0
 public void OnPossession(PlayerControl_Ball _pcBall, Vector3 _ownerPosition)
 {
     this.rigidbody2D.velocity *= 0;
     this.rigidbody2D.angularVelocity *= 0;
     this.rigidbody2D.isKinematic = true;
     ballOwner = _pcBall;
     this.transform.parent = _pcBall.transform;
     this.transform.position = _ownerPosition;
 }
Пример #2
0
 public void OnPossession(PlayerControl_Ball _pcBall, Collision2D _coll)
 {
     this.rigidbody2D.velocity *= 0;
     this.rigidbody2D.angularVelocity *= 0;
     this.rigidbody2D.isKinematic = true;
     ballOwner = _pcBall;
     this.transform.parent = _pcBall.transform;
     Vector3 contactPos = new Vector3(_coll.contacts [0].point.x, _coll.contacts [0].point.y, 0.0f);
     this.transform.position = contactPos;
 }
    // Use this for initialization
    void Start()
    {
        pcBall = this.GetComponent<PlayerControl_Ball>();
        this.rigidbody2D.isKinematic = true;

        movementLimitObj = null;
        if( transform.Find ("MoveLimit")!=null ) {
            movementLimitObj = transform.Find ("MoveLimit").gameObject;
        //			movementLimitObj.renderer.enabled = false;
            scaleDiff = (movementLimitObj.transform.lossyScale.x - transform.lossyScale.x) / 2.0f;
            minDistBtwTeamPlayers = movementLimitObj.transform.lossyScale.x/2.0f + transform.lossyScale.x/2.0f;
        }

        if( !InputHandler.useTouch ) {
            playerCtrlIndex = 0;
        }
    }
Пример #4
0
    public void OnKick(Vector2 _direction)
    {
        this.rigidbody2D.isKinematic = false;
        this.rigidbody2D.velocity *= 0;
        this.rigidbody2D.angularVelocity *= 0;
        this.rigidbody2D.AddForce (_direction * 500);
        if( ballOwner != null ) {
            this.transform.parent = null;
            ballOwner = null;
        }

        //		Debug.DrawLine(transform.position, transform.position + new Vector3(_direction.x, _direction.y, 0.0f)*5, Color.green, 10.0f);
        if( linerenderer!= null && GameDebug.enableDebugLines ) {
            ballLine = (ballLine == null) ? Instantiate(linerenderer, transform.position, Quaternion.identity) as LineRenderer: ballLine;

            ballLine.SetColors(Color.green, Color.green);
            ballLine.SetWidth(0.02f, 0.02f);
            ballLine.SetVertexCount(2);
            ballLine.SetPosition(0, transform.position);
            ballLine.SetPosition(1, transform.position + new Vector3(_direction.x, _direction.y, 0.0f)*2.5f);
        }
    }