private void OnTriggerEnter(Collider other) { PowerupObject p = other.GetComponentInParent <PowerupObject>(); // camp 2 if (null != p) { p.ApplyEffect(); } }
public override IEnumerator ActuallyUse() { PowerupObject po = new PowerupObject { Agility = 50, ModifyStatus = true, Status = Statuses.Invisible, ShouldBeTemporary = true, Seconds = duration, }; po.HandlePowerup(po, (Player)OwnerUnit); yield return(null); }
public int CompareTo(object obj) { if (null == obj) { return(1); } PowerupObject po = obj as PowerupObject; if (cost < po.cost) { return(-1); } else if (po.cost < cost) { return(1); } else { return(0); } }
public override void SetVisible(bool status) { //if we die and our character tells us to put our knife away we damn well better do it isOut = status; PowerupObject.SetActive(status); }