Пример #1
0
    // Update is called once per frame
    void Update()
    {
        if (!m_wait_for_next_move.did_time_passed())
        {
            return;
        }
        var values = System.Enum.GetValues(typeof(ColoredBall.BallColors));

        GetComponent <Renderer>().material.color = ColoredBall.get_color(inner_colors[color_index]);
        color_index++;
        color_index %= inner_colors.Count;
    }
Пример #2
0
    // Update is called once per frame
    void Update()
    {
        player.update_player();

        float in_shoot = Input.GetAxis("Fire");

        if (in_shoot > PUSH_SENSETIVITY)
        {
            player.shoot();
            player = new DefultPlayer();
            return;
        }
        if (!m_wait_for_next_move.did_time_passed())
        {
            return;
        }
        float   in_dir     = Input.GetAxis("Horizontal");
        Vector3 player_pos = transform.position;

        //Debug.logger.Log("info", in_dir.ToString());
        if (in_dir > PUSH_SENSETIVITY || m_button_pressed == 1)
        {
            if (position_index < position.position_values.Count - 1)
            {
                position_index++;
                player_pos.x       = position.position_values[position_index];
                transform.position = player_pos;
            }
        }
        else if (in_dir < -1 * PUSH_SENSETIVITY || m_button_pressed == -1)
        {
            if (position_index > 0)
            {
                position_index--;
                player_pos.x       = position.position_values[position_index];
                transform.position = player_pos;
            }
        }
        m_button_pressed = 0;
    }
Пример #3
0
    // Update is called once per frame
    void Update()
    {
        if (!m_wait_for_next_ball.did_time_passed())
        {
            return;
        }
        GetComponent <victory>().update_for_win_next_ball();

        positions p = GetComponent <positions>();

        int type_ball   = (int)Random.Range(0, balls.Count);
        int place_index = (int)Random.Range(0, p.position_values.Count);

        Ball ball_to_create = balls[type_ball];

        float      position_x = p.position_values[place_index];
        Vector3    fin_pos    = new Vector3(position_x, y_to_drop);
        GameObject g          = (GameObject)Instantiate(ball_to_create.gameObject, fin_pos, Quaternion.identity);

        g.GetComponent <Ball>().pos_index  = place_index;
        g.GetComponent <Ball>().ball_index = type_ball;
    }