public void set_param(LevelParam param, GameState.SinglePlayerState state, int player_id) { this.player_state = state; angle_max = param.launcher_max_angle; angle_min = param.launcher_min_angle; angular_speed = param.launcher_angular_speed * (2 * Random.Range(0, 2) - 1); //barrel_dr = player_id == 0 ? barrel_dr : -barrel_dr; }
public IEnumerator spawn_sequence(int player_id, Func <Vector2> pos_gen, Func <Vector2> velocity_gen, int number, GameState.SinglePlayerState state) { Debug.Log("Spawn" + number.ToString()); for (int i = 0; i < number; i++) { spawn_single(player_id, pos_gen(), velocity_gen()); state.num_balls--; yield return(new WaitForSeconds(spawn_dt)); } controller.shoot_finished(player_id); }