public static void finish(string itemName, Player currentPlayer) { if (itemName == "SpeedDownItem") { SpeedDownItem.finish(currentPlayer); } else if (itemName == "SpeedUpItem") { SpeedUpItem.finish(currentPlayer); } else if (itemName == "MissileItem") { MissileItem.finish(currentPlayer); } else if (itemName == "BananaItem") { BananaItem.finish(currentPlayer); } }
public static void use(string itemName, Player currentPlayer) { getPlayers(); if (itemName == "SpeedDownItem") { SpeedDownItem.use(currentPlayer, targetPlayers); } else if (itemName == "SpeedUpItem") { SpeedUpItem.use(currentPlayer, targetPlayers); } else if (itemName == "MissileItem") { MissileItem.use(currentPlayer, targetPlayers); } else if (itemName == "BananaItem") { BananaItem.use(currentPlayer, targetPlayers); } }
public static void execute(string itemName, Player currentPlayer) { if (itemName == "SpeedDownItem") { SpeedDownItem.execute(currentPlayer); } else if (itemName == "SpeedUpItem") { SpeedUpItem.execute(currentPlayer); } else if (itemName == "MissileItem") { MissileItem.execute(currentPlayer); } else if (itemName == "BananaItem") { BananaItem.execute(currentPlayer); } else if (itemName == "ShieldItem") { ShieldItem.execute(currentPlayer); } }
// adds the item component to the player public HeldItem AddItemComponent(PlayerObject player) { // generated item HeldItem genItem = null; // checks to see which item to set. switch (itemSet) { case 0: // none break; case itemType.speedUp: // speed up // checks to see if the player already has a speed item attached. SpeedUpItem speedUp = player.gameObject.GetComponent <SpeedUpItem>(); // if the player already has a speed item, the countdown for it is reset. // if they didn't have a speed item, they are given one. if (speedUp == null) { // checks to see if a speed down component is equipped. // if so, deactive it first. SpeedDownItem oppItem = player.gameObject.GetComponent <SpeedDownItem>(); // deactive effect if (oppItem != null) { oppItem.DeactiveEffect(); } genItem = player.gameObject.AddComponent <SpeedUpItem>(); } else { speedUp.ResetCountdown(); } break; case itemType.speedDown: // speed down // checks to see if the player already has a speed item attached. SpeedDownItem speedDown = player.gameObject.GetComponent <SpeedDownItem>(); // if the player already has a speed item, the countdown for it is reset. // if they didn't have a speed item, they are given one. if (speedDown == null) { // checks to see if a speed up component is equipped. // if so, deactive it first. SpeedUpItem oppItem = player.gameObject.GetComponent <SpeedUpItem>(); // deactive effect if (oppItem != null) { oppItem.DeactiveEffect(); } genItem = player.gameObject.AddComponent <SpeedDownItem>(); } else { speedDown.ResetCountdown(); } break; case itemType.jumpUp: // jump up // checks to see if the player already has a jump item attached. JumpUpItem jumpItem = player.gameObject.GetComponent <JumpUpItem>(); // if the player already has a jump item, the countdown for it is reset. // if they didn't have a jump item, they are given one. if (jumpItem == null) { // checks for jump down item and deactives it if needed. JumpDownItem oppItem = player.gameObject.GetComponent <JumpDownItem>(); // deactive effect if (oppItem != null) { oppItem.DeactiveEffect(); } genItem = player.gameObject.AddComponent <JumpUpItem>(); } else { jumpItem.ResetCountdown(); } break; case itemType.jumpDown: // jump down // checks to see if the player already has a jump item attached. JumpDownItem jumpDown = player.gameObject.GetComponent <JumpDownItem>(); // if the player already has a jump item, the countdown for it is reset. // if they didn't have a jump item, they are given one. if (jumpDown == null) { // checks for jump down item and deactives it if needed. JumpUpItem oppItem = player.gameObject.GetComponent <JumpUpItem>(); // deactive effect if (oppItem != null) { oppItem.DeactiveEffect(); } genItem = player.gameObject.AddComponent <JumpDownItem>(); } else { jumpDown.ResetCountdown(); } break; case itemType.scaleUp: // scale up // checks to see if the player already has a jump item attached. ScaleUpItem scaleUp = player.gameObject.GetComponent <ScaleUpItem>(); // if the player already has this item, it adds to its time. If they don't, then they're given one. if (scaleUp == null) { // checks for scale down item and deactives it if needed. ScaleDownItem oppItem = player.gameObject.GetComponent <ScaleDownItem>(); // deactive effect if (oppItem != null) { oppItem.DeactiveEffect(); } genItem = player.gameObject.AddComponent <ScaleUpItem>(); } else { scaleUp.ResetCountdown(); } break; case itemType.scaleDown: // scale down // checks to see if the player already has a jump item attached. ScaleDownItem scaleDown = player.gameObject.GetComponent <ScaleDownItem>(); // if the player already has this item, it adds to its time. If they don't, then they're given one. if (scaleDown == null) { // checks for scale up item and deactives it if needed. ScaleUpItem oppItem = player.gameObject.GetComponent <ScaleUpItem>(); // deactive effect if (oppItem != null) { oppItem.DeactiveEffect(); } genItem = player.gameObject.AddComponent <ScaleDownItem>(); } else { scaleDown.ResetCountdown(); } break; } // activates the effect. if (genItem != null) { genItem.ActivateEffect(player); } return(genItem); }