void SetupBuffPool(string name, Material color, Buff bufftype) { List <GameObject> goList = Pool.GetGameObjects(name); foreach (GameObject go in goList) { GenericBuff buff = go.GetComponent <GenericBuff>(); buff.buff = bufftype; buff.color = color; buff.mName = name; buff.ApplyColor(); } }
GenericBuff SetRandomBuff(GenericBuff buff) { int i = Random.Range(0, 101); // Isn't actually inclusive // At some point i'll do something less ugly if (i < 40) { buff.buff = Buff.DJUMP; buff.color = DJump; } else if (i < 55) { buff.buff = Buff.TIME; buff.color = TimeWarp; } else if (i < 70) { buff.buff = Buff.LOWGRAV; buff.color = LowGrav; } else if (i < 85) { buff.buff = Buff.SHIELD; buff.color = Shield; } else if (i < 95) { buff.buff = IsPlayerHoldingAKey ? Buff.PORTAL : Buff.KEY; buff.color = IsPlayerHoldingAKey ? Portal : Key; } else if (i < 101) { buff.buff = Buff.ALL; buff.color = All; } buff.ApplyColor(); return(buff); }