public void OnTriggerEnter(Collider other) { Controller_Powerup buffController = other.GetComponent <Controller_Powerup>(); if (buffController != null) { switch (currentPowerupType) { case PowerupType.powerupHealth: { buffController.add(healthPowerup); break; } case PowerupType.powerupSpeed: { buffController.add(speedPowerup); break; } case PowerupType.firerate: { buffController.add(firerate); break; } } Destroy(gameObject); } }
public void OnTriggerEnter(Collider other) { Controller_Powerup buffController = other.GetComponent <Controller_Powerup>(); if (buffController != null) { switch (currentPowerupType) { case PowerupType.powerupHealth: { buffController.add(healthPowerup); break; } case PowerupType.powerupSpeed: { buffController.add(speedPowerup); break; } case PowerupType.firerate: { buffController.add(firerate); break; } } if (sound != null) { AudioSource.PlayClipAtPoint(sound, transform.position, 1.0f); } Destroy(gameObject); } }
public void OnTriggerEnter(Collider other) { // pick a powerup type // add powerup to list // spawn particle effect Controller_Powerup buffController = other.GetComponent <Controller_Powerup>(); if (buffController != null) { switch (currentPowerupType) { case PowerupType.powerupHealth: { buffController.add(healthPowerup); GameObject tempEffect = Instantiate(healthEffect, transform.position + offset, healthEffect.transform.rotation); Destroy(tempEffect, destroyDelay); break; } case PowerupType.powerupSpeed: { buffController.add(speedPowerup); GameObject tempEffect = Instantiate(speedEffect, transform.position + offset, speedEffect.transform.rotation); Destroy(tempEffect, destroyDelay); break; } case PowerupType.powerupMissileCDReduction: { buffController.add(missileCDPowerup); GameObject tempEffect = Instantiate(missileCDEffect, transform.position + offset, missileCDEffect.transform.rotation); Destroy(tempEffect, destroyDelay); break; } } // if sound is set play it if (pickupSound != null) { AudioSource.PlayClipAtPoint(pickupSound, transform.position, (GameManager.instance.sfxVol + 80) / 80); } // Destroy gameObject Destroy(gameObject); } }
//When a tank collides with the powerup it will activate there powerup. public void OnTriggerEnter(Collider other) { Controller_Powerup buffController = other.GetComponent <Controller_Powerup>(); if (buffController != null) { switch (currentPowerupType) { //If the tank collides with Powerup Health then it will increase the health. case PowerupType.powerupHealth: { buffController.add(healthPowerup); break; } //If the tank collides with Powerup Speed then it will increase the tanks speed. case PowerupType.powerupSpeed: { buffController.add(speedPowerup); break; } //If the tank collides with the Powerup Firerate then it will increase the tanks firerate. case PowerupType.firerate: { buffController.add(firerate); break; } } //When the powerup is collected then a clip will play. if (sound != null) { AudioSource.PlayClipAtPoint(sound, transform.position, 1.0f); } //When the powerup is collected then it will destroy the object. Destroy(gameObject); } }