using System.Collections; using System.Collections.Generic; using System.Net.NetworkInformation; using UnityEngine; public class PinSetter : MonoBehaviour { public Game game; public string alleySong; public Transform returnPoint; public Vector3 offset; public Vector3 pos; public Vector3 ballPos; public float rot; public CamReplay[] replays; public Transform[] reacts; public Vector3 winPos; public Vector3 winRot; public Vector3 scordCardPos; public float rotSetX; public float rotOffset; public float rotScoreCard; public float offsetY; public float offsetZ; public bool isGravity = true; public bool isSplash; public bool isRain; public bool isThunder; public ParticleSystem psDrop; public AnimationScript[] strikeAnimations; public AnimationScript[] spareAnimations; public AnimationScript[] introAnimations; public AnimationScript[] gutterballAnimations; public AnimationScript[] gutterballAnimationTwoTimes; public AnimationScript[] doubleAnimations; public AnimationScript[] turkeyAnimations; public BoxCollider gutter; public Material pinOn; public Material pinOff; private Animator animator; // Use this for initialization void Start() { animator = GetComponent(); if (GameManager.pinMode == GameManager.PinMode.Spare) { ResetPinsFall(); } } // Update is called once per frame void Update() { } public void ScooperPins() { animator.SetBool("Scooper", true); } public void SkipScooper() { animator.SetBool("Scooper", false); } public void StopScooper() { animator.StopPlayback(); } public void DownPins() { foreach (Pin pin in GameObject.FindObjectsOfType()) { pin.PinDown(); } } public void RaisePins() { foreach (Pin pin in GameObject.FindObjectsOfType()) { pin.Raise(); } } public void StopPins() { foreach (Pin pin in GameObject.FindObjectsOfType()) { pin.Stop(); } } public void LowerPins() { foreach (Pin pin in GameObject.FindObjectsOfType()) { pin.Lower(); } } public void LandPins() { foreach (Pin pin in GameObject.FindObjectsOfType()) { pin.Land(); } } public void OutOfPins() { foreach (Pin pin in GameObject.FindObjectsOfType()) { pin.OutOfPin(); } } public void ResetPins() { for (int i = 0; i < GameObject.FindObjectOfType().pins.Length; i++) { GameObject.FindObjectOfType().pins[i].SetActive(true); } foreach (Pin pin in GameObject.FindObjectsOfType()) { pin.Reset(); } } public void ResetPinsFall() { for (int i = 0; i < GameObject.FindObjectOfType().pins.Length; i++) { GameObject.FindObjectOfType().pins[i].SetActive(true); } foreach (Pin pin in GameObject.FindObjectsOfType()) { pin.pinLight.material = pinOff; pin.ResetFall(Random.Range(-1, 1)); } } public void PerformAction(ActionMasterOld.Action action) { if (action == ActionMasterOld.Action.EndGame) { throw new UnityException("Don't know how to handle end game yet"); } } public void PerformAction3(ActionMasterOldBall3.Action action) { if (action == ActionMasterOldBall3.Action.EndGame) { throw new UnityException("Don't know how to handle end game yet"); } } }