Beispiel #1
0
    static void OnPowerupCollect(Powerup powerup)
    {
        var colorizer = powerup.GetComponent <Colorizer>();

        if (colorizer != null)
        {
            PowerupColorDisplay.AddColor(colorizer.Color);
        }
    }
Beispiel #2
0
    IEnumerator Start()
    {
        gameStatus = FindObjectOfType <GameStatus>();

        while (true)
        {
            yield return(new WaitForSeconds(Random.Range(minSpawnTime, maxSpawnTime)));

            float   xPos       = transform.position.x + Random.Range(1f, maxPlayAreaWidth - 1f);
            float   yPos       = transform.position.y;
            Vector2 spawnPos   = new Vector2(xPos, yPos);
            Powerup newPowerup = Instantiate(powerups[Random.Range(0, powerups.Length)], spawnPos, Quaternion.identity);
            newPowerup.GetComponent <Rigidbody2D>().velocity = new Vector2(0, -(powerupVelocity + (gameStatus.GetScore() / difficultyFactor)));
            newPowerup.transform.parent = transform;
        }
    }
Beispiel #3
0
 private void OnCollisionEnter(Collision collision)
 {
     if (collision.gameObject.tag == "Player")
     {
         Powerup randomItem = Powerups[Random.Range(0, Powerups.Length)].GetComponent <Powerup>();
         Debug.Log(randomItem.GetComponent <Powerup>());
         //if (!GameObject.Find("PowerUpManager").GetComponent<powerUpManager>().CR_running)
         if (collision.gameObject.GetComponentInParent <powerupSlot>().current == null)
         {
             collision.gameObject.GetComponentInParent <powerupSlot>().updateCurrentItem(randomItem);
             GameObject.Find("Power Up SpawnPoints").GetComponent <PowerBoxSpawn>().currentCubes--;
             Destroy(gameObject);
         }
         else
         {
             GameObject.Find("Power Up SpawnPoints").GetComponent <PowerBoxSpawn>().currentCubes--;
             Destroy(gameObject);
         }
     }
 }
Beispiel #4
0
    //random spawn of cubes and powerups
    private void SpawnCubesAndPowerups()
    {
        mNextSpawn        -= Time.deltaTime;
        mNextPowerupSpawn -= Time.deltaTime;
        if (mNextSpawn <= 0.0f && GetAllCubes().Length < MAX_CUBES)
        {
            if (mObjects == null)
            {
                mObjects = new List <GameObject>();
            }

            GameObject spawnObject     = SpawnPrefabs[1];
            GameObject spawnedInstance = Instantiate(spawnObject);
            spawnedInstance.transform.parent = transform;
            SetRandomPos(spawnedInstance);

            mObjects.Add(spawnedInstance);
            mNextSpawn = TimeBetweenSpawns;
            NetworkServer.Spawn(spawnedInstance);
        }

        if (mNextPowerupSpawn <= 0.0f && GetComponentsInChildren <Powerup>().Length < MAX_POWERUPS)
        {
            GameObject powerupSpawn    = PowerupPrefab;
            Powerup    powerupInstance = (Powerup)Instantiate(powerupSpawn).GetComponent <Powerup>();
            powerupInstance.transform.parent = transform;

            powerupInstance.GetComponent <Powerup>().SetRandomType();

            SetRandomPos(powerupInstance.gameObject);

            mNextPowerupSpawn = TimeBetweenPowerupSpawns;

            NetworkServer.Spawn(powerupInstance.gameObject);
            powerupInstance.RpcUpdateRenderTypes();
            //mObjects.Add(powerupInstance);
        }
    }
    public void ChangePowerup(Powerup newPowerup)
    {
        currentPowerup = newPowerup;

        powerupImage.sprite = newPowerup.GetComponent <SpriteRenderer>().sprite;
    }