creating a Breakout game in unity3d c#-bricks wont get destroyed
I have made a breakout game using unity tutorials and everything seemed to work well, but when I played it in the game mode there were some errors. So after I tried fixing the errors, the bricks wont get destroyed anymore. I tried undoing it, writing the code anew or even writing the same project anew but nothing works. What can I do?
These are the codes for my game which are exactly like the codes in the tutorial!
Paddle:
public class Paddle : MonoBehaviour {
public float paddleSpeed = 1f;
private Vector3 playerPos = new Vector3(0, -9f, 0);
void Update ()
{
float xPos = transform.position.x + (Input.GetAxis("Horizontal")*paddleSpeed);
playerPos = new Vector3(Mathf.Clamp(xPos, -7.5f, 7.5f), -9f, 0f);
transform.position = playerPos;
}
}
Ball:
public class Ball : MonoBehaviour {
private float ballInitialVelocity = 600f;
private Rigidbody rb;
private bool ballInPlay;
// Use this for initialization
void Awake ()
{
rb = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update ()
{
if(Input.GetButtonDown("Fire1") && ballInPlay==false)
{
transform.parent = null;
ballInPlay = true;
rb.isKinematic = false;
rb.AddForce(new Vector3(ballInitialVelocity, ballInitialVelocity, 0));
}
}
}
GM:
using UnityEngine; using System.Collections;
public class deathZone : MonoBehaviour {
void OnTriggerEnter(Collider col)
{
GM.instance.loseLife();
}
}
public class GM : MonoBehaviour {
public int Lives = 3;
public int bricks = 16;
public float resetDelay = 1f;
public Text livesText;
public GameObject gameOver;
public GameObject bricksPrefab;
public GameObject youWon;
public GameObject paddle;
public GameObject deathParticles;
public static GM instance = null;
private GameObject clonePaddle;
void Start()
{
if (instance == null)
instance = this;
else if (instance != this)
instance = null;
setup();
}
public void setup()
{
clonePaddle = Instantiate(paddle, new Vector3(0, -9,0), Quaternion.identity) as GameObject;
Instantiate(bricksPrefab, new Vector3((float)18.5, (float)-61.14095, (float)238.4855), Quaternion.identity);
}
void checkGameOver()
{
if (bricks < 1)
{
youWon.SetActive(true);
Time.timeScale = .25f;
Invoke("Reset", resetDelay);
}
if (Lives < 1)
{
gameOver.SetActive(true);
Time.timeScale = .25f;
Invoke("Reset", resetDelay);
}
}
void Reset()
{
Time.timeScale = 1f;
Application.LoadLevel(Application.loadedLevel);
}
public void loseLife()
{
Lives--;
livesText.text = "Lives: " + Lives;
Instantiate(deathParticles, clonePaddle.transform.position, Quaternion.identity);
Destroy(clonePaddle);
Invoke("SetupPaddle", resetDelay);
checkGameOver();
}
void SetupPaddle()
{
clonePaddle = Instantiate(paddle, new Vector3(0, -9, 0), Quaternion.identity) as GameObject;
}
public void destroyBrick()
{
bricks--;
checkGameOver();
}
}
Bricks:
public class Bricks : MonoBehaviour {
public GameObject brickParticle;
void OnCollisionEnter(Collision other)
{
Instantiate(brickParticle, transform.position, Quaternion.identity);
GM.instance.destroyBrick();
Destroy(gameObject);
}
}
deathZone:
public class deathZone : MonoBehaviour {
void OnTriggerEnter(Collider col)
{
GM.instance.loseLife();
}
}
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