示例#1
0
        void Start()
        {
            tracker = FindObjectOfType <BubbleTracker>();

            audiodata = GetComponent <AudioSource>();

            movement = GetComponent <BubbleMovement>();

            particle1 = GetComponentInChildren <ParticleSystem>();
        }
示例#2
0
    void PCTestControl()
    {
        if (Input.GetKey(KeyCode.Mouse0))
        {
            Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;
            if (Physics.Raycast(ray, out hit, Mathf.Infinity, bubbleLayer))
            {
                BubbleMovement bm = hit.transform.GetComponent <BubbleMovement>();

                switch (bm.bubbleType)
                {
                case BubbleMovement.BubbleType.bubble:
                    sh.AddScore();
                    tm.AddTime(bm.timeFracture);
                    Instantiate(deathpop, hit.transform.position, hit.transform.rotation);
                    Destroy(hit.transform.gameObject);
                    break;

                case BubbleMovement.BubbleType.deathBubble:
                    tm.LoseTime(bm.timeFracture);
                    Instantiate(pop, hit.transform.position, hit.transform.rotation);
                    Destroy(hit.transform.gameObject);
                    break;

                case BubbleMovement.BubbleType.timeBubble:
                    sh.AddScore();
                    tm.AddTime(bm.timeFracture);
                    Instantiate(timePop, hit.transform.position, hit.transform.rotation);
                    Destroy(hit.transform.gameObject);
                    break;

                case BubbleMovement.BubbleType.explodingBubble:
                    sh.AddScore();
                    tm.AddTime(bm.timeFracture);
                    Instantiate(explosion, hit.transform.position, hit.transform.rotation);
                    Destroy(hit.transform.gameObject);
                    break;

                case BubbleMovement.BubbleType.laserBubble:
                    sh.AddScore();
                    tm.AddTime(bm.timeFracture);
                    Instantiate(laserpop, hit.transform.position, hit.transform.rotation);
                    Destroy(hit.transform.gameObject);
                    laserMode = true;
                    break;
                }
            }
        }
    }
    void OnTriggerEnter(Collider other)
    {
        if (other.GetComponent <BubbleMovement>() != null)
        {
            BubbleMovement bm = other.transform.GetComponent <BubbleMovement>();

            switch (bm.bubbleType)
            {
            case BubbleMovement.BubbleType.bubble:
                sh.AddScore();
                tm.AddTime(bm.timeFracture);
                Instantiate(pop, other.transform.position, other.transform.rotation);
                Destroy(other.transform.gameObject);
                break;

            default:

                break;
            }
        }
    }
示例#4
0
    void OnTriggerEnter(Collider other)
    {
        if (other.GetComponent <BubbleMovement>() != null)
        {
            BubbleMovement bm = other.transform.GetComponent <BubbleMovement>();

            switch (bm.bubbleType)
            {
            case BubbleMovement.BubbleType.bubble:
                sh.AddScore();
                tm.AddTime(bm.timeFracture);
                Instantiate(pop, other.transform.position, other.transform.rotation);
                Destroy(other.transform.gameObject);
                break;

            case BubbleMovement.BubbleType.timeBubble:
                sh.AddScore();
                tm.AddTime(bm.timeFracture);
                Instantiate(input.timePop, other.transform.position, other.transform.rotation);
                Destroy(other.transform.gameObject);
                break;

            case BubbleMovement.BubbleType.explodingBubble:
                sh.AddScore();
                tm.AddTime(bm.timeFracture);
                Instantiate(input.explosion, other.transform.position, other.transform.rotation);
                Destroy(other.transform.gameObject);
                break;

            case BubbleMovement.BubbleType.laserBubble:
                sh.AddScore();
                tm.AddTime(bm.timeFracture);
                Instantiate(input.laserpop, other.transform.position, other.transform.rotation);
                Destroy(other.transform.gameObject);
                input.laserModeCooldown = input.laserModeDelay;
                input.laserMode         = true;
                break;
            }
        }
    }
示例#5
0
    void AndroidControl()
    {
        if (Input.touchCount > 0)
        {
            /*  Ray ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position);
             * RaycastHit hit;
             * if (Physics.Raycast(ray, out hit, Mathf.Infinity, bubbleLayer))
             * {
             *    Debug.Log(hit.point);
             *    Destroy(hit.transform.gameObject);
             * } */
            foreach (Touch t in Input.touches)
            {
                Ray        ray = Camera.main.ScreenPointToRay(t.position);
                RaycastHit hit;
                if (Physics.Raycast(ray, out hit, Mathf.Infinity, bubbleLayer))
                {
                    BubbleMovement bm = hit.transform.GetComponent <BubbleMovement>();

                    switch (bm.bubbleType)
                    {
                    case BubbleMovement.BubbleType.bubble:
                        sh.AddScore();
                        tm.AddTime(bm.timeFracture);
                        Instantiate(deathpop, hit.transform.position, hit.transform.rotation);
                        Destroy(hit.transform.gameObject);
                        break;

                    case BubbleMovement.BubbleType.deathBubble:
                        tm.LoseTime(bm.timeFracture);
                        Instantiate(pop, hit.transform.position, hit.transform.rotation);
                        Destroy(hit.transform.gameObject);
                        break;

                    case BubbleMovement.BubbleType.timeBubble:
                        sh.AddScore();
                        tm.AddTime(bm.timeFracture);
                        Instantiate(timePop, hit.transform.position, hit.transform.rotation);
                        Destroy(hit.transform.gameObject);
                        break;

                    case BubbleMovement.BubbleType.explodingBubble:
                        sh.AddScore();
                        tm.AddTime(bm.timeFracture);
                        Instantiate(explosion, hit.transform.position, hit.transform.rotation);
                        Destroy(hit.transform.gameObject);
                        break;

                    case BubbleMovement.BubbleType.laserBubble:
                        sh.AddScore();
                        tm.AddTime(bm.timeFracture);
                        Instantiate(laserpop, hit.transform.position, hit.transform.rotation);
                        Destroy(hit.transform.gameObject);
                        laserMode = true;
                        break;
                    }

                    /*
                     *                     if (bm.hostile)
                     *                     {
                     *                          tm.LoseTime(bm.timeFracture);
                     *                          Instantiate(pop, hit.transform.position, hit.transform.rotation);
                     *                          Destroy(hit.transform.gameObject);
                     *                     }
                     *                     else if (!bm.hostile)
                     *                     {
                     *                          sh.AddScore();
                     *                          tm.AddTime(bm.timeFracture);
                     *                          Instantiate(deathpop, hit.transform.position, hit.transform.rotation);
                     *                          Destroy(hit.transform.gameObject);
                     *                     }
                     *
                     */
                }
            }
        }
    }