Beispiel #1
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Alpha1))
        {
            Debug.Log("Health pressed");

            if (powerUpInventory[0] > 0)
            {
                puManager = GetComponent <PowerUpManager>();
                puManager.UseHealthPU();
            }
            else
            {
                Debug.Log("Keine Health-Powerups vorhanden");
            }
        }

        if (Input.GetKeyDown(KeyCode.Alpha2))
        {
            if (powerUpInventory[1] > 0)
            {
                Debug.Log("Draw RadiusKillCircle");
                puManager = GetComponent <PowerUpManager>();
                puManager.DrawRadiusKillCircle();
            }
            else
            {
                Debug.Log("Keine Bomben-PowerUps vorhanden");
            }
        }
        else if (Input.GetKeyUp(KeyCode.Alpha2))
        {
            if (powerUpInventory[1] > 0)
            {
                Debug.Log("RadiusKill Enemies within Circle");
                puManager = GetComponent <PowerUpManager>();
                puManager.UseBombPU();
            }
            else
            {
                Debug.Log("Keine Bomben-PowerUps vorhanden");
            }
        }

        if (Input.GetKeyDown(KeyCode.Alpha3))
        {
            Debug.Log("MegaJump pressed");

            if (powerUpInventory[2] > 0)
            {
                puManager = GetComponent <PowerUpManager>();
                puManager.UseMegaJumpPU();
            }
            else
            {
                Debug.Log("Keine MegaJump-Powerups vorhanden");
            }
        }

        if (Input.GetKeyDown(KeyCode.Alpha4))
        {
            Debug.Log("Magnet PU pressed");

            if (powerUpInventory[3] > 0)
            {
                puManager = GetComponent <PowerUpManager>();
                puManager.UseMagnetPU();
            }
            else
            {
                Debug.Log("Keine Magnet-Powerups vorhanden");
            }
        }
    }