Пример #1
0
    /*
     * private Vector3 parentchildRotationVector()
     * {
     *      return new Vector3 (parentTransformX.transform.rotation.eulerAngles[0], transform [1], 0);
     * }
     */

    void cursorHitTest()
    {
        //	Debug.Log ("cursorHitTest");
        //int x = Screen.width / 2;
        //int y = Screen.height / 2;
        Vector3 gPos = aim_sprite.GetComponent <RectTransform>().position;
        //	Debug.Log ("aim_sprite.position = "  +gPos);
        //Vector2 convertedGUIPos = GUIUtility.GUIToScreenPoint(gPos);
        //Ray ray = camera.ScreenPointToRay(new Vector3(x, y));
        Ray ray = Camera.main.ScreenPointToRay(gPos);

        //Ray ray = Camera.main.ScreenPointToRay(filteredscreenSpace);

        RaycastHit hit;

        if (Physics.Raycast(ray, out hit, 500.0F))
        {
            if (hit.collider != null)
            {
                //GameObject.Find ("Sphere").transform.position = hit.point;

                ballBehaviour b = hit.collider.gameObject.GetComponent <ballBehaviour>();               //.hit();
                if (b != null)
                {
                    // Debug.Log ("Target Position: " + hit.collider.gameObject.transform.position);
                    b.hit();
                }
            }
        }

        //	Debug.DrawRay(ray.origin, ray.direction * 1000, new Color(1f,0.922f,0.016f,1f));
    }
	void instatiateBall()
	{//Vector3 size = spawnBox.collider.bounds;
		//Vector3 SpawnOrigin = spawnBox.transform.position;
		

		// zpos = 0;
		//Vector3 pos = spawnBallinBox(); 
		Vector3 pos = spawnBallInArc(); 
		currentBall = Instantiate(target_prefab, pos, Quaternion.identity) as GameObject;
		currentBall.transform.parent = spawnBox.transform;
		ballBehaviour ballbehaveScript =  currentBall.GetComponent<ballBehaviour>();
		ballbehaveScript.setReciever (this);
		ballbehaveScript.maxTime = Random.Range (minTime,maxTime);
		ballbehaveScript.startTheCount();
	}
Пример #3
0
    // if bullet collides with another object
    void OnTriggerEnter(Collider other)
    {
        // check if the other object is a ball (or specifically if it has the ball-behaviour attached to it
        ballBehaviour ball = other.GetComponent <ballBehaviour> ();

        //if it does
        if (ball != null)
        {
            // tell the ball to explode
            ball.Explode();
        }

        if (other.tag != "Player")
        {
            // either way; destroy the bullet
            Destroy(this.gameObject);
        }
    }