void FixedUpdate() { if (leftWall.isBroken || rightWall.isBroken) { if (leftWall.isBroken) { print("Player 2 has won the round!"); if (rightPlayer.GetComponent <PlayerAI> ()) { rightPlayer.GetComponent <PlayerAI> ().speed--; print("The AI's speed has decreased to " + rightPlayer.GetComponent <PlayerAI> ().speed); } } if (rightWall.isBroken) { print("Player 1 has won the round!"); if (rightPlayer.GetComponent <PlayerAI> ()) { rightPlayer.GetComponent <PlayerAI> ().speed++; print("The AI's speed has increased to " + rightPlayer.GetComponent <PlayerAI> ().speed); } } StartCoroutine(leftWall.ResetHealth()); StartCoroutine(rightWall.ResetHealth()); topWall.Reset(); bottomWall.Reset(); leftPlayer.GetComponent <Paddle> ().ResetXPosition(); rightPlayer.GetComponent <Paddle> ().ResetXPosition(); print("New Round"); } if (puck.isDestroyed) { puck.isDestroyed = false; StartCoroutine(puck.ResetPosition()); StartCoroutine(Countdown()); } if (puck.body.velocity.x > 0 && puck.initialCollision) { puck.ColorChange(leftPlayer.GetComponent <Renderer> ().material.color); } else if (puck.body.velocity.x < 0 && puck.initialCollision) { puck.ColorChange(rightPlayer.GetComponent <Renderer> ().material.color); } else { puck.ColorChange(Color.white); } }
void Start() { leftWall = GameObject.FindGameObjectWithTag("Left Wall").GetComponent <BreakableWall>(); rightWall = GameObject.FindGameObjectWithTag("Right Wall").GetComponent <BreakableWall>(); topWall = GameObject.FindGameObjectWithTag("Top Wall").GetComponent <ColorFlash>(); bottomWall = GameObject.FindGameObjectWithTag("Bottom Wall").GetComponent <ColorFlash>(); soundManager = GameObject.FindObjectOfType <SoundManager> (); canvas = GameObject.FindObjectOfType <Canvas>(); text = canvas.GetComponentInChildren <Text> (); leftPlayer = Instantiate(leftPlayer, new Vector3(-6, 0, 0), Quaternion.identity); rightPlayer = Instantiate(rightPlayer, new Vector3(6, 0, 0), Quaternion.identity); puck = Instantiate(puck, Vector3.zero, Quaternion.identity); puck.Initialize(); StartCoroutine(puck.ResetPosition()); StartCoroutine(Countdown()); }