public void SpawnBallEffect(GameObject effect, BallBehav.BallType type, Vector3 position, float duration)
 {
     GameObject result = GameObject.Instantiate(effect, position, Quaternion.identity) as GameObject;
     result.GetComponent<EffectAct>().SetLifeTimer(duration);
     result.GetComponent<EffectAct>().SetType(type);
     if(type == BallBehav.BallType.freeze)
     {
         Vector3 pos = result.transform.position;
         result.transform.position = new Vector3 (pos.x, 0.01f, pos.z);
         result.GetComponent<Renderer>().material.color = FreezeColor;
     }
 }
 public void UpdateBall(BallBehav.BallType type, int number)
 {
     string ballName = "Unknown";
     string ballNum = number.ToString();
     switch(type){
     case BallBehav.BallType.bullet:
         currBallColor = BulletColor;
         ballName = "Bullet";
         ballNum = "Infinite";
         break;
     case BallBehav.BallType.explode:
         currBallColor = ExplodeColor;
         ballName = "Bomb";
         break;
     case BallBehav.BallType.freeze:
         currBallColor = FreezeColor;
         ballName = "Gravity";
         break;
     case BallBehav.BallType.shotgun:
         currBallColor = ShotgunColor;
         ballName = "Shotgun";
         break;
     }
     if(Ball_Info)
         Ball_Info.text = "Ammo:  " + ballName + " - " + ballNum;
 }
示例#3
0
 public void SetType(BallBehav.BallType type)
 {
     this.type = type;
 }