static void ShrinkPaddle(Player player, applyPowerUpInfo power) //Decrease opponents paddle by scaleConstant when player collects ShrinkPaddle powerup { if (player.Paddle.transform.localScale.x == 1f) //Decrease size of paddle ONLY if paddle is size 1 { AdjustPaddleSize(player, -power.scaleAmount); } if (player.Paddle.transform.localScale.x > 1f) //reset size of paddle if paddle was grown { ResetPaddleToOne(player); } }
static void GrowPaddle(Player player, applyPowerUpInfo power) //Grow paddle by scaleConstant when the player collects the GrowPaddle powerup { if (player.Paddle.transform.localScale.x == 1f) //Increase size of paddle ONLY if paddle is size 1 { AdjustPaddleSize(player, power.scaleAmount); } if (player.Paddle.transform.localScale.x < 1f) //reset size of paddle if paddle was shrunken { ResetPaddleToOne(player); } }
static void AddLine(Player player, applyPowerUpInfo power) { GameManager GMref = (GameManager)GameObject.Find("Game Manager").GetComponent <GameManager>(); int linesToAdd = UnityEngine.Random.Range(1, power.addLineUpperBound); int bricksToAdd = (linesToAdd * GMref.bricksPerLine) - ((int)(GMref.brickValue / GMref.scorePerBrick)); player.pendingBricks += bricksToAdd; GameObject.Find("Game Manager").SendMessage("sendBricks", player.playerNumber); }
void applyPowerUp(applyPowerUpInfo info) { Player player; if (info.powerUpKey == PowerUpKey.ShrinkPaddle) //Players to act upon for ShrinkPaddle Powerup. { player = info.player == 1 ? player2 : player1; } else //Otherwise, keep them in sync { player = info.player == 1 ? player1 : player2; } Power.Apply(info, player); }
public static void Apply(applyPowerUpInfo power, Player player) { switch (power.powerUpKey) { case PowerUpKey.GrowPaddle: GrowPaddle(player, power); break; case PowerUpKey.ShrinkPaddle: ShrinkPaddle(player, power); break; case PowerUpKey.MultiBall: MultiBall(player); if (UnityEngine.Random.value <= 0.5) { MultiBall(player); } break; case PowerUpKey.AddLine: AddLine(player, power); break; } }