Ejemplo n.º 1
0
 void UpdatePowerup(Collider2D powerup)
 {
     PowerupAbility obtainedPowerup = powerup.GetComponent<PowerupAbility>();
     if (obtainedPowerup.abilityType == Ability.Jump)
     {
         CurrentJump = obtainedPowerup.jumpAbility;
     }
     else
     {
         CurrentAction = obtainedPowerup.actionAbility;
     }
     Destroy(powerup.gameObject);
 }
Ejemplo n.º 2
0
    void Awake()
    {
        List<JumpAbility> purchasedJumps = new List<JumpAbility>();
        purchasedJumps.Add(JumpAbility.Jump);
        purchasedJumps.Add(JumpAbility.DoubleJump);

        List<ActionAbility> purchasedActions = new List<ActionAbility>();
        purchasedActions.Add(ActionAbility.Slide);

        purchasedActions.Add(ActionAbility.Attack);

        string[] jumpAbilities =
        {
            "Glider",
            "AirStabilizer",
            "DiveKick",
            "Jetpack",
        };

        string[] actionAbilities =
        {
            "GrapplingHook",
            "Boost",
            "Uppercut",
        };

        for (int i = 0; i < jumpAbilities.Length; i++)
        {
            if(PlayerPrefs.GetInt(jumpAbilities[i]) != 0)
            {
                purchasedJumps.Add((JumpAbility)Enum.Parse(typeof(JumpAbility), jumpAbilities[i]));
            }
        }

        for (int i = 0; i < actionAbilities.Length; i++)
        {
            if (PlayerPrefs.GetInt(actionAbilities[i]) != 0)
            {
                purchasedActions.Add((ActionAbility)Enum.Parse(typeof(ActionAbility), actionAbilities[i]));
            }
        }

        chosenAbility = (Ability)UnityEngine.Random.Range((int)Ability.Action, (int)Ability.Jump + 1);
        if (chosenAbility == Ability.Jump)
        {
            int randomIndex = UnityEngine.Random.Range(0, purchasedJumps.Count);
            _jumpAbility = purchasedJumps[randomIndex];
        }
        else
        {
            int randomIndex = UnityEngine.Random.Range(0, purchasedActions.Count);
            _actionAbility = purchasedActions[randomIndex];
        }
    }