// Update is called once per frame void Update() { if (holdingBall) { Ball.GetComponent <Rigidbody>().useGravity = false; Ball.transform.position = PlayerCamera.transform.position + PlayerCamera.transform.forward * BallDistance; if (Input.GetKeyDown(KeyCode.Space)) { Ball.ActivateTrail(); Ball.GetComponent <Rigidbody>().useGravity = true; holdingBall = false; Ball.GetComponent <Rigidbody>().AddForce(PlayerCamera.transform.forward * ThrowingForce); } } }
// Use this for initialization void Start() { line = GetComponent <LineRenderer>(); trail = transform.GetComponentInChildren <Trail>(); if (random && possibleColor.Length > 0) { line.colorGradient = possibleColor[Random.Range(0, possibleColor.Length)]; trail.GetComponent <TrailRenderer>().colorGradient = possibleColor[Random.Range(0, possibleColor.Length)]; } else if (!random && possibleColor.Length > 0) { line.colorGradient = possibleColor[0]; trail.GetComponent <TrailRenderer>().colorGradient = possibleColor[0]; } GetOriginalTrianglePath(); trail.originPath = trianglePath.ToArray(); }
void Start() { print("this1"); projectilePrefab = Resources.Load("Prefabs/Projectile", typeof(Projectile)) as Projectile; trailPrefab = Resources.Load("Prefabs/Trail", typeof(Trail)) as Trail; speed = baseMoveSpeed; audio = GetComponent <AudioSource>(); projectiles = GameObject.Find("Projectiles"); playerFlash = Resources.Load <Sprite>("Sprites/PlayerFlash") as Sprite; playerSprite = Resources.Load <Sprite>("Sprites/" + characterName) as Sprite; GetComponent <SpriteRenderer>().sprite = playerSprite; trailSprite = Resources.Load <Sprite>("Sprites/" + characterName + "Trail") as Sprite; GameObject player1Full = GameObject.Find("Player1Full"); GameObject player2Full = GameObject.Find("Player2Full"); Transform prevTransform = transform; for (int i = 0; i < 20; i++) { Trail newTrail = Instantiate(trailPrefab); newTrail.parent = prevTransform; prevTransform = newTrail.transform; if (teamNumber == 1) { newTrail.transform.parent = player1Full.transform; } else { newTrail.transform.parent = player2Full.transform; } newTrail.gameObject.name = teamNumber + "Trail" + i; newTrail.teamNumber = teamNumber; newTrail.GetComponent <SpriteRenderer>().sprite = trailSprite; newTrail.GetComponent <SpriteRenderer>().color = new Color(0.5f, 0.5f, 0.5f); newTrail.transform.position = new Vector3(transform.position.x + i * 0.35f, transform.position.y, 0.1f); //newTrail.player = transform; //Used for alternate movement //newTrail.trailNum = i+1;//Used for alternate movement //Setlocation! } }