void OnCollisionEnter(Collision col) { if (col.gameObject.tag == "Powerup") { if (powerup == powerups.none) { powerUsed = false; int pickupNumber = col.gameObject.GetComponent <PowerupScript>().powerupNumber; switch (pickupNumber) { case 1: powerup = powerups.shield; break; case 2: powerup = powerups.steel; break; case 3: powerup = powerups.hole; break; case 4: powerup = powerups.ball; break; default: powerup = powerups.shield; break; } } Destroy(col.gameObject); } }
void Start() { spawnCords(); collider = gameObject.GetComponent <CircleCollider2D>(); powerups = GameObject.Find("Game Wrapper").GetComponent <powerups>(); animator = this.GetComponent <Animator>(); int randomizer = random.Next(1, 4); //renderer.sprite = switch (randomizer) { case 1: type = 1; animator.runtimeAnimatorController = nukeAnim; break; case 2: type = 2; animator.runtimeAnimatorController = slowTimeAnim; break; case 3: type = 3; animator.runtimeAnimatorController = shieldAnim; break; } }
void slowDown() { rb.velocity /= 4; currentPowerup = powerups.none; GetComponent <Ball>().currentPowerup = powerups.none; transform.GetComponent <Renderer>().material = GetComponent <Ball>().originalMaterial; }
void speedUp() { rb.velocity *= 2; currentPowerup = powerups.none; GetComponent <Ball>().currentPowerup = powerups.none; transform.GetComponent <Renderer>().material = GetComponent <Ball>().originalMaterial; }
void Spawn() { GetComponent <MeshRenderer>().enabled = true; while (!alive) { if (!spawnShockwave && !spawnSlowDown && !spawnSpeedUp && !spawnBomb && !spawnSlime && !spawnBowlingBall && !spawnMarble && !spawnGhost) { GetComponent <Renderer>().material.color = new Color(0, 0, 0); alive = true; return; } powerup = (powerups)System.Enum.Parse(typeof(powerups), Random.Range(1, 9).ToString()); switch (powerup) { case powerups.speedUp: alive = spawnSpeedUp; GetComponent <Renderer>().material = speedUp; break; case powerups.slowDown: alive = spawnSlowDown; GetComponent <Renderer>().material = slowDown; break; case powerups.shockwave: alive = spawnShockwave; GetComponent <Renderer>().material = shockwave; break; case powerups.bomb: alive = spawnBomb; GetComponent <Renderer>().material = bomb; break; case powerups.slime: alive = spawnSlime; GetComponent <Renderer>().material = slime; break; case powerups.bowlingBall: alive = spawnBowlingBall; GetComponent <Renderer>().material = bowlingBall; break; case powerups.marble: alive = spawnMarble; GetComponent <Renderer>().material = marble; break; case powerups.ghost: alive = spawnGhost; GetComponent <Renderer>().material = ghost; break; } } }
void shockwave() { if (!GetComponent <Ball>().grounded) { rb.velocity = new Vector3(0, -15, 0); shockwaving = true; currentPowerup = powerups.none; GetComponent <Ball>().currentPowerup = powerups.none; transform.GetComponent <Renderer>().material = GetComponent <Ball>().originalMaterial; } }
//powerupy public bool addPowerup(powerups _powerup) { int cost = powerupCost(_powerup); if (cost <= PlayerMoney) { PlayerMoney -= cost; Powerups[(int)_powerup]++; return(true); } return(false); }
void shockwave() { //if (shockwaveFirst) //{ // if (GetComponent<Ball>().grounded) // { // rb.AddForce(movementDirection.transform.up * jumpPower, ForceMode.Acceleration); // GetComponent<Ball>().grounded = false; // return; // } // shockwaveFirst = false; //} //if (!shockwaveFirst && shockwaveTimer < shockwaveUseDelay) //{ // shockwaveTimer += Time.deltaTime; //} //^ Jump //if (GetComponent<Ball>().grounded) //{ // rb.AddForce(movementDirection.transform.up * jumpPower, ForceMode.Acceleration); // shockwaveFirst = true; // GetComponent<Ball>().grounded = false; // return; //} //if (transform.position.y <= 0) //{ // return; //} //if (!shockwaveFirst && shockwaveTimer >= shockwaveUseDelay) { if (!GetComponent <Ball>().grounded) { rb.velocity = new Vector3(0, -15, 0); shockwaving = true; //shockwaveFirst = true; currentPowerup = powerups.none; GetComponent <Ball>().currentPowerup = powerups.none; transform.GetComponent <Renderer>().material = GetComponent <Ball>().originalMaterial; } //shockwaveFirst = true; //shockwaveTimer = 0; } }
void ManageShield() { currentShieldCooldown -= Time.deltaTime; if (currentShieldCooldown < 0 && shield.GetComponent <BoxCollider>().enabled == true) { shield.GetComponent <BoxCollider>().enabled = false; shield.GetComponent <MeshRenderer>().enabled = false; powerup = powerups.none; powerUsed = false; } if (currentShieldCooldown > 0 && shield.GetComponent <BoxCollider>().enabled == false) { shield.GetComponent <BoxCollider>().enabled = true; shield.GetComponent <MeshRenderer>().enabled = true; } }
void ManageHole() { currentHoleCooldown -= Time.deltaTime; if (currentHoleCooldown < 0 && hole.GetComponent <SphereCollider>().enabled == true) { hole.GetComponent <SphereCollider>().enabled = false; hole.GetComponent <MeshRenderer>().enabled = false; powerup = powerups.none; powerUsed = false; } if (currentHoleCooldown > 0 && hole.GetComponent <SphereCollider>().enabled == false) { hole.GetComponent <SphereCollider>().enabled = true; hole.GetComponent <MeshRenderer>().enabled = true; } }
void ManageSteel() { currentSteelCooldown -= Time.deltaTime; if (currentSteelCooldown < 0 && steel.GetComponent <CapsuleCollider>().enabled == true) { steel.GetComponent <CapsuleCollider>().enabled = false; steel.GetComponent <MeshRenderer>().enabled = false; powerup = powerups.none; thisRigid.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ; powerUsed = false; } if (currentSteelCooldown > 0 && steel.GetComponent <CapsuleCollider>().enabled == false) { steel.GetComponent <CapsuleCollider>().enabled = true; steel.GetComponent <MeshRenderer>().enabled = true; thisRigid.constraints = RigidbodyConstraints.FreezePosition | RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ; } }
void Start() { roundManager = GameObject.Find("GameManager").GetComponent <RoundManager>(); //powerUp = GameObject.Find("PowerUp").GetComponent<PowerUp>(); currentSpawnState = state.Reset; nextPowerUp = powerups.Shield; //powerUp = GameObject.Find("PowerUp").GetComponent<PowerUp>(); shield = GameObject.Find("ShieldPickUp").GetComponent <Shield>(); powerUp = shield; //nextPowerUpPosition = Camera.main.ScreenToWorldPoint(topRight); //transform.position = nextPowerUpPosition; //powerUpPositions = new Vector3[4]; //powerUpPositions[0] = topRight; //powerUpPositions[1] = topLeft; //powerUpPositions[2] = bottomRight; //powerUpPositions[3] = bottomLeft; //PowerUpMultiplier(); }
private void OnTriggerEnter(Collider other) { if (!is_active) { if (other.CompareTag("Player")) { is_active = true; powerups item = RandomEnumValue <powerups>(); Debug.Log(controller); switch (item) { case powerups.AddScore: controller.GetScore(UnityEngine.Random.Range(1, 5)); break; case powerups.AddLife: other.GetComponent <player_controller>().GetLife(1); break; case powerups.AddBullet: for (int i = 0; i < 360; i += 15) { Transform clone = Instantiate(shot, transform.position, Quaternion.identity); clone.transform.Rotate(Vector3.up * i); clone.GetComponent <player_bullet_controller>() .controller = controller; } break; } pick_up.Play(); GetComponent <Renderer>().enabled = false; Destroy(gameObject, 2.0f); } } }
void Awake() { grounded = false; isAlive = true; currentPowerup = powerups.none; powerupToggle = false; if (GetComponent <PlayerMovement>() != null) { originalSpeed = GetComponent <PlayerMovement>().speed; originalDashForce = GetComponent <PlayerMovement>().dashForce; } else { originalSpeed = GetComponent <AI>().speed; originalDashForce = 1; } originalMass = GetComponent <Rigidbody>().mass; originalScale = transform.localScale; }
void FixedUpdate() { if (Input.GetButton("Fire1")) { FireBolt(); } else { energyBolt.positionCount = 0; } if (Input.GetButton("Fire2") && !powerUsed) { switch (powerup) { case powerups.none: break; case powerups.shield: currentShieldCooldown = shieldCooldown; PowerupTimerUI.sprite = shieldUI; PowerupTimerBG.sprite = shieldBG; PowerupTimerUI.enabled = true; PowerupTimerBG.enabled = true; powerUsed = true; break; case powerups.steel: currentSteelCooldown = steelCooldown; PowerupTimerUI.sprite = steelUI; PowerupTimerBG.sprite = steelBG; PowerupTimerUI.enabled = true; PowerupTimerBG.enabled = true; powerUsed = true; break; case powerups.hole: currentHoleCooldown = holeCooldown; PowerupTimerUI.sprite = holeUI; PowerupTimerBG.sprite = holeBG; PowerupTimerUI.enabled = true; PowerupTimerBG.enabled = true; powerUsed = true; break; case powerups.ball: Instantiate(ball, ballSpawn.position, ballSpawn.rotation); powerup = powerups.none; powerUsed = false; break; default: break; } } }
void UsePowerup() { if (powerup != powerups.none && !powerUsed) { switch (powerup) { case powerups.none: break; case powerups.shield: currentShieldCooldown = shieldCooldown; powerUsed = true; break; case powerups.steel: currentSteelCooldown = steelCooldown; powerUsed = true; break; case powerups.hole: currentHoleCooldown = holeCooldown; powerUsed = true; break; case powerups.ball: Instantiate(ball, ballSpawn.position, ballSpawn.rotation); powerup = powerups.none; powerUsed = false; break; default: break; } } }
void Update() { dashCurrentCooldown -= Time.deltaTime; currentGhostDuration -= Time.deltaTime; disableDuration -= Time.deltaTime; if (disableDuration <= 0) { movementDisabled = false; } else { movementDisabled = true; } if (currentGhostDuration <= 0 && ghosting) { ghosting = false; rb.isKinematic = false; GetComponent <SphereCollider>().enabled = true; Color playerColor = GetComponent <Renderer>().material.color; currentPowerup = powerups.none; GetComponent <Ball>().currentPowerup = powerups.none; GetComponent <Renderer>().material = GetComponent <Ball>().originalMaterial; } movementDirection.transform.eulerAngles = new Vector3(0, camera.transform.eulerAngles.y, 0); if (Input.GetKeyDown(pause)) { if (objScript.paused) { if (!pauseReady) { pauseReady = true; } else { pauseReady = false; } } else { objScript.pause(); } } if (!objScript.paused) { if (Input.GetKey(special)) { currentPowerup = GetComponent <Ball>().currentPowerup; switch (currentPowerup) { case powerups.speedUp: speedUp(); break; case powerups.slowDown: slowDown(); break; case powerups.shockwave: shockwave(); break; case powerups.slime: slime(); break; case powerups.ghost: ghost(); break; } } if (Input.GetKeyUp(special)) { currentPowerup = GetComponent <Ball>().currentPowerup; switch (currentPowerup) { case powerups.slime: slime(); break; } } Vector2 movementAxes = Vector2.zero; if (!controllerMovement) { if (Input.GetKey(moveUp)) { movementAxes += new Vector2(1, 0); } if (Input.GetKey(moveDown)) { movementAxes -= new Vector2(1, 0); } if (Input.GetKey(moveLeft)) { movementAxes -= new Vector2(0, 1); } if (Input.GetKey(moveRight)) { movementAxes += new Vector2(0, 1); } } else { Debug.Log(axisH); Debug.Log(axisV); if (Mathf.Abs(Input.GetAxis(axisV)) > 0.25) { movementAxes -= new Vector2(Input.GetAxis(axisV), 0); } if (Mathf.Abs(Input.GetAxis(axisH)) > 0.25) { movementAxes += new Vector2(0, Input.GetAxis(axisH)); } } if (Input.GetKeyDown(dash) && dashCurrentCooldown <= 0 && !movementDisabled) { dashCurrentCooldown = dashCooldown; rb.AddForce(movementAxes.x * movementDirection.transform.forward * dashForce, ForceMode.Acceleration); rb.AddForce(movementAxes.y * movementDirection.transform.right * dashForce, ForceMode.Acceleration); } if (GetComponent <Ball>().grounded) { if (shockwaving) { shockwaving = false; GetComponent <AudioSource>().clip = shockwaveSound; GetComponent <AudioSource>().Play(); Instantiate(shockwaveParticle, transform.position - new Vector3(0, -0.5f, 0), Quaternion.identity); foreach (GameObject player in objScript.players) { if (player != gameObject) { if (Vector3.Distance(transform.position, player.transform.position) < shockwaveRange) { player.GetComponent <Rigidbody>().AddForce(-(transform.position - player.transform.position).normalized / Vector3.Distance(transform.position, player.transform.position) * shockwaveForce); } } } } else if (!movementDisabled) { rb.AddForce(movementAxes.x * movementDirection.transform.forward * speed * Time.deltaTime, ForceMode.Acceleration); rb.AddForce(movementAxes.y * movementDirection.transform.right * speed * Time.deltaTime, ForceMode.Acceleration); } if (Input.GetKeyDown(jump)) { rb.AddForce(movementDirection.transform.up * jumpPower, ForceMode.Acceleration); GetComponent <Ball>().grounded = false; } } else if (!movementDisabled) { rb.AddForce(movementAxes.x * movementDirection.transform.forward * speed * Time.deltaTime / airborneSpeedDivider, ForceMode.Acceleration); rb.AddForce(movementAxes.y * movementDirection.transform.right * speed * Time.deltaTime / airborneSpeedDivider, ForceMode.Acceleration); } //if (GetComponent<Ball>().grounded) rb.velocity = new Vector3(Mathf.Clamp(rb.velocity.x, -maxSpeed, maxSpeed), Mathf.Clamp(rb.velocity.y, -maxSpeed, maxSpeed), Mathf.Clamp(rb.velocity.z, -maxSpeed, maxSpeed)); } }
// Start is called before the first frame update void Start() { originalScoreTextSize = scoreText.transform.localScale; powerups = gameObject.GetComponent <powerups>(); gameScore = 0; }
void Update() { if (transform.position.y < -6f) { isAlive = false; if (GetComponent <PlayerMovement>() != null) { GetComponent <PlayerMovement>().enabled = false; } else if (GetComponent <AI>() != null) { GetComponent <AI>().enabled = false; } } currentDuration -= Time.deltaTime; if (currentPowerup == powerups.bowlingBall) { if (!powerupToggle) { powerupToggle = true; currentDuration = bowlingBallDuration; if (GetComponent <PlayerMovement>() != null) { GetComponent <PlayerMovement>().speed *= bowlingBallSpeed; GetComponent <PlayerMovement>().dashForce *= bowlingBallSpeed; } else { GetComponent <AI>().speed *= bowlingBallSpeed; } GetComponent <Rigidbody>().mass = bowlingBallMass; transform.localScale *= bowlingBallScale; } else if (currentDuration <= 0) { currentPowerup = powerups.none; powerupToggle = false; GetComponent <Renderer>().material = originalMaterial; if (GetComponent <PlayerMovement>() != null) { GetComponent <PlayerMovement>().speed = originalSpeed; GetComponent <PlayerMovement>().dashForce = originalDashForce; } else { GetComponent <AI>().speed = originalSpeed; } GetComponent <Rigidbody>().mass = originalMass; transform.localScale = originalScale; } } else if (currentPowerup == powerups.marble) { if (!powerupToggle) { powerupToggle = true; currentDuration = marbleDuration; if (GetComponent <PlayerMovement>() != null) { GetComponent <PlayerMovement>().speed *= marbleSpeed; GetComponent <PlayerMovement>().dashForce *= marbleSpeed; } else { GetComponent <AI>().speed *= marbleSpeed; } GetComponent <Rigidbody>().mass = marbleMass; transform.localScale *= marbleScale; } else if (currentDuration <= 0) { currentPowerup = powerups.none; powerupToggle = false; GetComponent <Renderer>().material = originalMaterial; if (GetComponent <PlayerMovement>() != null) { GetComponent <PlayerMovement>().speed = originalSpeed; GetComponent <PlayerMovement>().dashForce = originalDashForce; } else { GetComponent <AI>().speed = originalSpeed; } GetComponent <Rigidbody>().mass = originalMass; transform.localScale = originalScale; } } }
public int powerupCost(powerups _powerup) { return((int)(0.2 * ShipInfo.ShipValue)); }
//if (Input.GetKey(moveUp)) // movementAxes += new Vector2(1, 0); //if (Input.GetKey(moveDown)) // movementAxes -= new Vector2(1, 0); //if (Input.GetKey(moveLeft)) // movementAxes -= new Vector2(0, 1); //if (Input.GetKey(moveRight)) // movementAxes += new Vector2(0, 1); void Update() { dashCurrentCooldown -= Time.deltaTime; //if (!shockwaveFirst && shockwaveTimer < shockwaveUseDelay) //{ // shockwaveTimer += Time.deltaTime; // * Time.deltaTime //} if (GetComponent <Ball>().grounded) { shockwaveFirst = true; } //powerup bools if (sliming) { if (GetComponent <Ball>().currentPowerup == powerups.none) { GetComponent <SlimeTrail>().resetSlime(); GetComponent <SlimeTrail>().enabled = false; sliming = false; } } if (ghosting) { currentGhostDuration -= Time.deltaTime; if (currentGhostDuration <= 0) { //timeGhosted = 0; ghosting = false; rb.isKinematic = false; GetComponent <SphereCollider>().enabled = true; GetComponent <Ball>().currentPowerup = powerups.none; GetComponent <Renderer>().material = GetComponent <Ball>().originalMaterial; } } if (shockwaving) { shockwaving = false; GetComponent <AudioSource>().clip = shockwaveSound; GetComponent <AudioSource>().Play(); Instantiate(shockwaveParticle, transform.position - new Vector3(0, -0.5f, 0), Quaternion.identity); foreach (GameObject player in objScript.players) { if (player != gameObject) { if (Vector3.Distance(transform.position, player.transform.position) < shockwaveRange) { player.GetComponent <Rigidbody>().AddForce(-(transform.position - player.transform.position).normalized / Vector3.Distance(transform.position, player.transform.position) * shockwaveForce * Time.deltaTime); } } } } // transform.GetChild(0).eulerAngles = Vector3.zero; closestTarget = null; float targetDistance = maxTargetDistance; for (int i = objScript.players.Count - 1; i >= 0; i--) { if (Vector3.Distance(transform.position, objScript.players[i].transform.position) < targetDistance && objScript.players[i].GetComponent <PlayerMovement>() != null) { targetDistance = Vector3.Distance(transform.position, objScript.players[i].transform.position); if (objScript.players[i].GetComponent <Ball>().grounded) { closestTarget = objScript.players[i]; } } } if (closestTarget == null) { goForplayer = true; if (GetComponent <Ball>().currentPowerup == powerups.none) { //bool goForplayer = true; for (int i = objScript.powerups.Count - 1; i >= 0; i--) { if (Vector3.Distance(transform.position, objScript.powerups[i].transform.position) < targetDistance && objScript.powerups[i].GetComponent <Powerup>().alive) { //Powerup.cs changed to make alive bool public targetDistance = Vector3.Distance(transform.position, objScript.powerups[i].transform.position); closestTarget = objScript.powerups[i]; goForplayer = false; } } } if (goForplayer) { for (int i = objScript.players.Count - 1; i >= 0; i--) { if (Vector3.Distance(transform.position, objScript.players[i].transform.position) < targetDistance && objScript.players[i] != gameObject) { targetDistance = Vector3.Distance(transform.position, objScript.players[i].transform.position); closestTarget = objScript.players[i]; } } } } //use dash if (closestTarget != null) { if (Vector3.Distance(transform.position, closestTarget.transform.position) < dashFurthestRange && Vector3.Distance(transform.position, closestTarget.transform.position) > dashClosestRange && dashCurrentCooldown <= 0 && goForplayer) { rb.velocity *= dashSpeed; dashCurrentCooldown = dashCooldown; } } //use powerup //if (GetComponent<Ball>().currentPowerup == powerups.none) //{ // for (int i = objScript.powerups.Count - 1; i >= 0; i--) // { // if (Vector3.Distance(transform.position, objScript.powerups[i].transform.position) < targetDistance && objScript.powerups[i].GetComponent<Powerup>().alive) // { //Powerup.cs changed to make alive bool public // targetDistance = Vector3.Distance(transform.position, objScript.powerups[i].transform.position); // closestTarget = objScript.powerups[i]; // } // } //} //finite state machines if (closestTarget != null) { if (Vector3.Distance(transform.position, closestTarget.transform.position) < powerUpRange) { currentPowerup = GetComponent <Ball>().currentPowerup; switch (currentPowerup) { case powerups.none: { runAway = false; transform.GetComponent <Renderer>().material = GetComponent <Ball>().originalMaterial; break; } case powerups.speedUp: speedUp(); break; case powerups.slowDown: slowDown(); break; case powerups.bowlingBall: { if (Vector3.Distance(transform.position, closestTarget.transform.position) < bowlingBallDashRange && goForplayer) { if (dashCurrentCooldown <= 0) { rb.velocity *= dashSpeed; dashCurrentCooldown = dashCooldown; } } break; } case powerups.marble: { if (goForplayer && Vector3.Distance(transform.position, closestTarget.transform.position) < marbleRunawayRange) { runAway = true; if (dashCurrentCooldown <= 0) { rb.velocity *= dashSpeed; dashCurrentCooldown = dashCooldown; } } else { runAway = false; } break; } case powerups.shockwave: { if (Vector3.Distance(transform.position, closestTarget.transform.position) < useShockwaveJumpRange) { if (GetComponent <Ball>().grounded) { rb.AddForce(movementDirection.transform.up * jumpPower * Time.deltaTime, ForceMode.Acceleration); GetComponent <Ball>().grounded = false; break; } } if (Vector3.Distance(transform.position, closestTarget.transform.position) < useShockwaveRange) { shockwave(); } break; } case powerups.slime: { if (Vector3.Distance(transform.position, closestTarget.transform.position) < useSlimeRange) { slime(); } break; } case powerups.ghost: { //if pool cue is close to ai if (Vector3.Distance(transform.position, objScript.GetComponent <PoolCues>().poolCue.transform.position) < ghostPoolCueRange) { ghost(); } //if another player is close to ai if (Vector3.Distance(transform.position, closestTarget.transform.position) < useGhostRange) { ghost(); } break; } } } } if (!objScript.paused) { if (closestTarget != null) { if (Vector3.Distance(transform.position, closestTarget.transform.position) < 0.1f) { closestTarget.transform.position = new Vector3(closestTarget.transform.position.x - 1, closestTarget.transform.position.y - 1, closestTarget.transform.position.z - 1); } if (GetComponent <Ball>().grounded) { if (runAway) { rb.AddForce(-Vector3.Normalize(closestTarget.transform.position - transform.position) * speed * Time.deltaTime, ForceMode.Acceleration); } else { rb.AddForce(Vector3.Normalize(closestTarget.transform.position - transform.position) * speed * Time.deltaTime, ForceMode.Acceleration); } } else if (!shockwaveFirst) { if (runAway) { rb.AddForce(-Vector3.Normalize(closestTarget.transform.position - transform.position) * speed * Time.deltaTime / airborneSpeedDivider, ForceMode.Acceleration); } else { rb.AddForce(Vector3.Normalize(closestTarget.transform.position - transform.position) * speed * Time.deltaTime / airborneSpeedDivider, ForceMode.Acceleration); } } } } rb.velocity = new Vector3(Mathf.Clamp(rb.velocity.x, -maxSpeed, maxSpeed), Mathf.Clamp(rb.velocity.y, -maxSpeed, maxSpeed), Mathf.Clamp(rb.velocity.z, -maxSpeed, maxSpeed)); }
// POWERUP SELECTION public void hintSelect(){ // Selecting hint powerup if(!isHintSelected ){ if(amountChange("_hint",0)){ PlayerPrefs.SetString("_powerup","Hint"); buttons[0].image.sprite = sprites_enabled[0]; isHintSelected = true; powerupType = powerups.HINT; disableOtherPowerups(); } } // Undo hint powerup else{ buttons[0].image.sprite = sprites_disabled[0]; isHintSelected = false; powerupType = powerups.NULL; amountCheckMax("_hint",0); } }
public void slowmoSelect(){ // Selecting slowmo powerup if(!isSlowMoSelected){ if(amountChange("_slowmo",1)){ PlayerPrefs.SetString("_powerup","SlowTime"); buttons[1].image.sprite = sprites_enabled[1]; isSlowMoSelected = true; powerupType = powerups.SLOWMO; disableOtherPowerups(); } } // Undo slowmo powerup else{ buttons[1].image.sprite = sprites_disabled[1]; isSlowMoSelected = false; powerupType = powerups.NULL; amountCheckMax("_slowmo",1); } }
public void lastForceSelect(){ // Selecting slowmo powerup if(!isLastForceSelected){ if(amountChange("_lastforce",2)){ PlayerPrefs.SetString("_powerup","LastForce"); buttons[2].image.sprite = sprites_enabled[2]; isLastForceSelected = true; powerupType = powerups.LASTFORCE; disableOtherPowerups(); } } // Undo slowmo powerup else{ buttons[2].image.sprite = sprites_disabled[2]; isLastForceSelected = false; powerupType = powerups.NULL; amountCheckMax("_lastforce",2); } }
//void Update () // { // //print(currentSpawnState); // if (roundManager.isPlaying) // { // switch (currentSpawnState) // { // case state.Idle: // coolDown -= Time.deltaTime; // if (powerUp.currentState != PowerUp.state.PickedUp) // { // if (coolDown <= 0f) // { // PlacePowerUp(); // currentSpawnState = state.Spawned; // } // } // break; // case state.Spawned: // coolDown = 0f; // powerUp.Shield(); // //powerUp.currentState = PowerUp.state.OnField; // currentSpawnState = state.Reset; // break; // case state.Reset: // coolDown = Random.Range(coolDownMin, coolDownMax); // currentSpawnState = state.Idle; // break; // default: // print("CurrentSpawnState is set to Default, this should not happen"); // break; // } // } //} void PickRandomPowerup() { nextPowerUp = (powerups)Random.Range(0, 3); }