void Start()
    {
        maxPowerLevel = 4;  //CHANGE THIS LATER WHEN POWER LEVELS ARE UNLOCKABLE (MAKE SURE ITS NEVER OVER 4)
        powerReqs     = new int[] { 0, 100, 200, 300, 400 };
        powerLevel    = 0;
        powerGauge    = 0;
        incrementPowerLevel(0);
        incrementPowerGauge(0);

        maxLives  = 3;
        maxBombs  = 3;
        currLives = maxLives;
        currBombs = maxBombs;
        psc.updateLives(currLives);
        psc.updateBombs(currBombs);

        speed    = 5;
        isInvuln = false;
    }
Beispiel #2
0
    public void useBomb(PlayerStats ps, PlayerStatsCounter psc)
    {
        psc.updateBombs(--ps.currBombs);

        string prefab     = bombPrefab;
        bool   isPiercing = ps.powerLevel >= 3;

        for (int i = 0; i < bombPath[ps.powerLevel].Length; i++)
        {
            ProjectilePool.SharedInstance.GetPooledProjectile(prefab, new Vector3(trans.position.x, trans.position.y, trans.position.z), bombPath[ps.powerLevel][i], ps.bombDamage, -1, isPiercing);
        }
    }