// +++ life cycle +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 public StateOutOfBounds(GameObject go)
 {
     // collect references and store them localy
     // for ease of use
     ballScript = go.GetComponent <nvp_Ball_scr>();
     ballConfig = ballScript.ballConfig;
     transform  = ballScript.transform;
 }
        // +++ life cycle +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        public StateMoving(GameObject go)
        {
            // get observed component
            ballScript = go.GetComponent <nvp_Ball_scr>();
            ballConfig = ballScript.ballConfig;

            // collect references from the ballscript
            // that are needed to access within this behavior
            currentSpeed  = ballConfig.startSpeed;
            ballTransform = ballScript.transform;
        }
示例#3
0
        // +++ event handler ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        void onBallHitsWall(object sender, object eventArgs)
        {
            nvp_Ball_scr ball = (nvp_Ball_scr)sender;

            transform.position = ball.transform.position;
            if (transform.position.x < 0)
            {
                leftWallParticleSystem.Play();
            }
            else
            {
                rightWallParticleSystem.Play();
            }
        }