Beispiel #1
0
    private void Awake()
    {
        playerBehavior player = playerBehavior.current;

        playerShootingBehavior.current = this;
        this.projectileBuffType        = "none";
        currentProjectile = playerProjectile;
    }
    //Checks for collision of power up with player, destroys when condition fufilled
    private void OnTriggerEnter2D(Collider2D collision)
    {
        playerShootingBehavior shooting = collision.GetComponent <playerShootingBehavior>();

        if (shooting != null)
        {
            if (Input.GetKey(KeyCode.Mouse0) == true)
            {
                shooting.keydown = true;
            }
            shooting.UpgradeProjectile(bufftype, Time.time);               //Function to increase speed
            UIMaster.current.projectileicondict[bufftype].SetActive(true); // Activates speed timer
            Destroy(this.gameObject);
        }
    }
Beispiel #3
0
    // Update is called once per frame
    void Update()
    {
        playerShootingBehavior shooter = playerShootingBehavior.current;

        //Checking for shield buff
        if (shooter.projectileBuffType == projectileBuffName)
        {
            progress.fillAmount = 1f - (Time.time - shooter.projectileBuffTime) / shooter.maxProjectileBuffTimer;
            //Check if Buff time is over
            if (Time.time - shooter.projectileBuffTime >= shooter.maxProjectileBuffTimer)
            {
                shooter.projectileBuffType = "none";
            }
        }
        else
        {
            this.gameObject.SetActive(false);
            if (shooter.projectileBuffType == "none")
            {
                shooter.NoProjectileBuff();
            }
        }
    }