Ejemplo n.º 1
0
    public void Init(int _y, bool _isPowerUP)
    {
        CancelInvoke();
        OnPowerUp(Data.Instance.isPowerUpOn);
        isPowerUP = _isPowerUP;
        source    = GetComponent <AudioSource> ();

        foreach (EnergyAsset ea in level1)
        {
            ea.active.SetActive(false);
            ea.itemToBar.SetActive(false);
        }

        foreach (EnergyAsset ea in level2)
        {
            ea.active.SetActive(false);
            ea.itemToBar.SetActive(false);
        }

        foreach (EnergyAsset ea in level3)
        {
            ea.active.SetActive(false);
            ea.itemToBar.SetActive(false);
        }

        EnergyAsset[] actualLevel;
        switch (Data.Instance.playerData.level)
        {
        case 1:
            actualLevel = level1;
            break;

        case 2:
            actualLevel = level2;
            break;

        default:
            actualLevel = level3;
            break;
        }
        if (isPowerUP)
        {
            activeAsset = GetPowerUp(actualLevel);
        }
        else
        {
            activeAsset = GetRayo(actualLevel);
        }

        activeAsset.active.SetActive(true);

        catchedByPowerUp = false;
        catched          = false;

        Vector3 pos = transform.localPosition;

        pos.y = _y;
        transform.localPosition = pos;
        transform.localScale    = Vector3.one;
    }
Ejemplo n.º 2
0
    EnergyAsset GetPowerUp(EnergyAsset[] actualLevel)
    {
        EnergyAsset ea = actualLevel [UnityEngine.Random.Range(0, level1.Length - 1)];

        if (ea.isPowerUp)
        {
            return(ea);
        }
        else
        {
            return(GetPowerUp(actualLevel));
        }
    }