public static bool GetValue(PowerShape.Type powerShapeType) { switch (powerShapeType) { case PowerShape.Type.FIRE_BALL: return(FireBall); case PowerShape.Type.FIRE_BALL_UP1: return(FireBallUp1); case PowerShape.Type.ICE_BALL: return(IceBall); case PowerShape.Type.ICE_BALL_UP1: return(IceBallUp1); case PowerShape.Type.ROCK_SHIELD: return(RockShield); case PowerShape.Type.ROCK_SHIELD_UP1: return(RockShieldUp1); case PowerShape.Type.AIR_SHIELD: return(AirShield); case PowerShape.Type.AIR_SHIELD_UP1: return(AirShieldUp1); case PowerShape.Type.PRIM_MOVEMENT: return(PrimMovement); case PowerShape.Type.PRIM_NOC_VISION: return(PrimNocVision); case PowerShape.Type.PRIM_LIFEBAR_VISION: return(PrimLifebarVision); case PowerShape.Type.MAX_HEALTH: return(MaxHealth); case PowerShape.Type.MAX_HEALTH_UP1: return(MaxHealthUp1); case PowerShape.Type.ATTACK_SPEED: return(AttackSpeed); case PowerShape.Type.ATTACK_SPEED_UP1: return(AttackSpeedUp1); case PowerShape.Type.ATTACK_DAMAGE: return(AttackDamage); case PowerShape.Type.ATTACK_DAMAGE_UP1: return(AttackDamageUp1); case PowerShape.Type.SPEED_MOVEMENT: return(SpeedMovement); case PowerShape.Type.SPEED_MOVEMENT_UP1: return(SpeedMovementUp1); case PowerShape.Type.LIFE_STEAL: return(LifeSteal); case PowerShape.Type.LAVA_RESISTANT: return(LavaResistant); case PowerShape.Type.WATTER_WALK: return(WatterWalk); } return(false); }
private void Awake() { PowerShapeType = transform.parent.GetComponent <PowerShape>().PowerShapeType; NumberOfCollisionWithOtherPowerBlocs = 0; }
public static void ChangeValue(PowerShape.Type powerShapeType, bool value) { switch (powerShapeType) { case PowerShape.Type.FIRE_BALL: FireBall = value; break; case PowerShape.Type.FIRE_BALL_UP1: FireBallUp1 = value; break; case PowerShape.Type.ICE_BALL: IceBall = value; break; case PowerShape.Type.ICE_BALL_UP1: IceBallUp1 = value; break; case PowerShape.Type.ROCK_SHIELD: RockShield = value; break; case PowerShape.Type.ROCK_SHIELD_UP1: RockShieldUp1 = value; break; case PowerShape.Type.AIR_SHIELD: AirShield = value; break; case PowerShape.Type.AIR_SHIELD_UP1: AirShieldUp1 = value; break; case PowerShape.Type.PRIM_MOVEMENT: PrimMovement = value; break; case PowerShape.Type.PRIM_NOC_VISION: PrimNocVision = value; break; case PowerShape.Type.PRIM_LIFEBAR_VISION: PrimLifebarVision = value; break; case PowerShape.Type.MAX_HEALTH: MaxHealth = value; break; case PowerShape.Type.MAX_HEALTH_UP1: MaxHealthUp1 = value; break; case PowerShape.Type.ATTACK_SPEED: AttackSpeed = value; break; case PowerShape.Type.ATTACK_SPEED_UP1: AttackSpeedUp1 = value; break; case PowerShape.Type.ATTACK_DAMAGE: AttackDamage = value; break; case PowerShape.Type.ATTACK_DAMAGE_UP1: AttackDamageUp1 = value; break; case PowerShape.Type.SPEED_MOVEMENT: SpeedMovement = value; break; case PowerShape.Type.SPEED_MOVEMENT_UP1: SpeedMovementUp1 = value; break; case PowerShape.Type.LIFE_STEAL: LifeSteal = value; break; case PowerShape.Type.LAVA_RESISTANT: LavaResistant = value; break; case PowerShape.Type.WATTER_WALK: WatterWalk = value; break; } }