本文整理汇总了C#中GameController.CreateSafeNet方法的典型用法代码示例。如果您正苦于以下问题:C# GameController.CreateSafeNet方法的具体用法?C# GameController.CreateSafeNet怎么用?C# GameController.CreateSafeNet使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GameController
的用法示例。
在下文中一共展示了GameController.CreateSafeNet方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Apply
public void Apply(GameController gc)
{
switch (type)
{
case PowerUpType.lenght:
gc.paddle.GetComponent<PaddleController>().ChangeState(PaddleController.PaddlePowerState.lenght);
foreach (GameObject ball in gc.balls)
{
ball.GetComponent<CircleCollider2D>().isTrigger = false;
}
break;
case PowerUpType.tripple:
foreach (GameObject ball in gc.balls)
{
ball.GetComponent<CircleCollider2D>().isTrigger = false;
}
gc.paddle.GetComponent<PaddleController>().ChangeState(PaddleController.PaddlePowerState.normal);
GameObject[] clones = new GameObject[gc.balls.Count * 2];
int counter = 0;
foreach(GameObject ball in gc.balls)
{
Rigidbody2D rb2dOriginal = ball.GetComponent<Rigidbody2D>();
GameObject ballClone1 = Instantiate(ball, ball.transform.position, Quaternion.identity) as GameObject;
clones[counter++] = ballClone1;
Vector2 rndVector = new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f));
Rigidbody2D rb2d = ballClone1.GetComponent<Rigidbody2D>();
rb2d.velocity = (rb2dOriginal.velocity + rndVector).normalized * rb2dOriginal.velocity.magnitude;
GameObject ballClone2 = Instantiate(ball, ball.transform.position, Quaternion.identity) as GameObject;
clones[counter++] = ballClone2;
rndVector = new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f));
rb2d = ballClone2.GetComponent<Rigidbody2D>();
rb2d.velocity = (rb2dOriginal.velocity + rndVector).normalized * rb2dOriginal.velocity.magnitude;
}
gc.balls.AddRange(clones);
break;
case PowerUpType.speedUp:
foreach (GameObject ball in gc.balls)
{
ball.GetComponent<CircleCollider2D>().isTrigger = false;
}
gc.paddle.GetComponent<PaddleController>().ChangeState(PaddleController.PaddlePowerState.normal);
foreach (GameObject ball in gc.balls)
{
Rigidbody2D rb2dOriginal = ball.GetComponent<Rigidbody2D>();
rb2dOriginal.velocity = new Vector2(rb2dOriginal.velocity.x + rb2dOriginal.velocity.normalized.x * 2,
rb2dOriginal.velocity.y + rb2dOriginal.velocity.normalized.y * 2);
}
break;
case PowerUpType.speedDown:
foreach (GameObject ball in gc.balls)
{
ball.GetComponent<CircleCollider2D>().isTrigger = false;
}
gc.paddle.GetComponent<PaddleController>().ChangeState(PaddleController.PaddlePowerState.normal);
foreach (GameObject ball in gc.balls)
{
Rigidbody2D rb2dOriginal = ball.GetComponent<Rigidbody2D>();
if (rb2dOriginal.velocity.magnitude >= 3)
{
rb2dOriginal.velocity = new Vector2(rb2dOriginal.velocity.x - rb2dOriginal.velocity.normalized.x * 2,
rb2dOriginal.velocity.y - rb2dOriginal.velocity.normalized.y * 2);
}
}
break;
case PowerUpType.sticky:
foreach (GameObject ball in gc.balls)
{
ball.GetComponent<CircleCollider2D>().isTrigger = false;
}
gc.paddle.GetComponent<PaddleController>().ChangeState(PaddleController.PaddlePowerState.sticky);
gc.paddle.GetComponent<PaddleController>().stickyCount = 3;
break;
case PowerUpType.shooting:
gc.paddle.GetComponent<PaddleController>().ChangeState(PaddleController.PaddlePowerState.shooting);
foreach (GameObject ball in gc.balls)
{
ball.GetComponent<CircleCollider2D>().isTrigger = false;
}
break;
case PowerUpType.penetrate:
gc.paddle.GetComponent<PaddleController>().ChangeState(PaddleController.PaddlePowerState.normal);
foreach (GameObject ball in gc.balls)
{
ball.GetComponent<CircleCollider2D>().isTrigger = true;
}
break;
case PowerUpType.safe:
foreach (GameObject ball in gc.balls)
{
ball.GetComponent<CircleCollider2D>().isTrigger = false;
}
gc.CreateSafeNet();
break;
//.........这里部分代码省略.........