Ejemplo n.º 1
0
    public void StartUp(GameObject prefab, GameObject ball, GameObject canvas)
    {
        //set data for all classes
        this.ball   = ball;
        this.prefab = prefab;

        //makes the constructor run once to add themself to the dictonary
        PowerUpBase power1 = new PowerUp_Slomo();
        PowerUpBase power2 = new PowerUp_Speed();

        power3 = new PowerUp_Flashbang(canvas);

        //For every int in powerupsatatime it will spawn on power up in the scene.
        for (int i = 0; i < powerupsatatime; i++)
        {
            //This random int will be between all available powerup indexes
            int typeIndex = Random.Range(0, powerUpList.Count);
            if (powerUpList.TryGetValue(typeIndex, out value))
            {
                value.Spawn(prefab, typeIndex);
            }
        }
    }
Ejemplo n.º 2
0
    public void AddPowerUp(PowerUpType type)
    {
        switch (type)
        {
        case PowerUpType.Speed:
            powerUpSpeed = new PowerUp_Speed();
            StartCoroutine(powerUpSpeed.ApplyPowerUp(player));
            break;

        case PowerUpType.Shield:
            powerUpShield = new PowerUp_Shield();
            StartCoroutine(powerUpShield.ApplyPowerUp(shield, player));
            break;

        case PowerUpType.Fireball:
            Debug.Log("Add Fireballs");
            powerUpFireball = new PowerUp_Fireball();
            powerUpFireball.ApplyPowerUp(player);
            break;

        default:
            break;
        }
    }