private void OnDestroy()
    {
        PowerUpCollectedArgs powerupArgs = new PowerUpCollectedArgs();

        powerupArgs.Effect = effectPickup;
        PowerupCollectable.OnPowerupCollected?.Invoke(this, powerupArgs);
    }
Example #2
0
 private void CallbackOnPowerupCollected(object _, PowerUpCollectedArgs args)
 {
     if (PICKUP_TYPE.LIVE == args.Effect)
     {
         var argsss = new OnPickupLivesUpdateArgs();
         argsss.LivesToAdd = livesValue;
         OnPickupLivesUpdate?.Invoke(this, argsss);
     }
 }
Example #3
0
 private void CallbackOnPowerupCollected(object _, PowerUpCollectedArgs powerup)
 {
     if (PICKUP_TYPE.DOUBLE_FIRE_RATE == powerup.Effect)
     {
         StartCoroutine(Effect(this.secEffectDuration, this.rollingID));
         var args = new OnPickupDoubleFireRateArgs();
         args.Active = true;
         OnDoubleFireRateStateChange?.Invoke(this, args);
     }
 }
Example #4
0
 /// <summary>
 /// Adds the collectibles score value to the total score
 /// </summary>
 /// <param name="col">Sender object</param>
 /// <param name="args">event args</param>
 private void CallbackEffectPickup(object col, PowerUpCollectedArgs e)
 {
     this.levelScore++; // when a power up is picked up we add one point to the total score
     UpdateScore(this.levelScore);
 }