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			66 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			C#
		
	
		
		
			
		
	
	
			66 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			C#
		
	
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											1 year ago
										 
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								using System.Collections;
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								using System.Collections.Generic;
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								using UnityEngine;
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								public class BowlingManager : MonoBehaviour
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								{
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								    [Header("Bowling Ball Settings")]
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								    public GameObject bowlingBall;
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								    [Header("Bowling Pin Settings")]
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								    public Vector3 pinCenter;
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								    public float pinSpaceX;
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								    public float pinSpaceZ;
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								    public List<GameObject> pins = new List<GameObject>();
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								    public Vector3 ballPosition;
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								    private void Start()
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								    {
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								        ballPosition = bowlingBall.transform.position;
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								        ResetPins();
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								    }
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								    public void ResetBall()
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								    {
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								        bowlingBall.GetComponent<Rigidbody>().isKinematic = true;
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								        bowlingBall.transform.position = ballPosition;
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								        bowlingBall.GetComponent<Rigidbody>().isKinematic = false;
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								    }
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								    public void ResetPins()
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								    {
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								        int max = (pins.Count / 2) - 2;
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								        int topRow = (pins.Count / 2) - 2; ;
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								        int row = 0;
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								        float currentX = pinCenter.x;
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								        float currentZ = pinCenter.z;
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								        for (int i = 0; i < pins.Count; i++)
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								        {
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								            pins[i].GetComponent<Rigidbody>().isKinematic = true;
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								            pins[i].transform.rotation = Quaternion.Euler(0, 0, 0);
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								            pins[i].transform.position = new Vector3(currentX, pinCenter.y, currentZ);
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								            pins[i].GetComponent<Rigidbody>().isKinematic = false;
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								            currentZ += pinSpaceZ;
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								            if (row == topRow)
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								            {
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								                topRow--;
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								                row = 0;
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								                currentZ = pinCenter.z + ((pinSpaceZ / 2) * (max - topRow));
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								                currentX = pinCenter.x + (pinSpaceX * (max - topRow));
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								            }
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								            else
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								            {
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								                row++;
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								            }
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								        }
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								    }
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								}
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