// Use this for initialization void Start () { player = GetComponent<Player> (); SphereCollider sphere = GetComponent<SphereCollider> (); sphere.isTrigger = true; sphere.radius = 0.1f; sphere.radius = visibleRadius; }
internal override bool DoEffect(Player p){ if (colCount == 0){ colCount++; //Debug.Log("Mine collision : " + colCount); return false; } else { p.health -=dmg; //Debug.Log("Die you f**k"); return true; } }
internal override bool DoEffect(Player p){ stayingAlive=true; stayingOut = true; if((p.kills >= minimumRequiredKills) && p.neededWins == 1){ Application.LoadLevel(++levelCount); } else if(p.kills >= minimumRequiredKills){ p.neededWins -= 1; } return true; }
internal override bool DoEffect (Player p) { Debug.Log ("DOING THINGS!"); stayingAlive = true; if ((p.flags >= minimumFlagsRequired) && p.neededWins <= 1) { Debug.Log ("You Win"); Application.LoadLevel ("Lv" + (1 + levelCount)); } else if (p.flags >= minimumFlagsRequired) { stayingOut = true; p.neededWins -= 1; Debug.Log ("You need more wins"); } else { stayingOut = true; Debug.Log ("else?"); } return false; }
internal override bool DoEffect(Player p){ p.armor += amount; return false; }
internal override bool DoEffect(Player p) { p.ammo += amount; return true; }
// Registers that a flag has been picked up. internal override bool DoEffect (Player p){ p.flags++; return false; }
// The return is true if this pickup is to be destroyed after internal abstract bool DoEffect(Player p);
internal override bool DoEffect(Player p) { p.armorRegenBonus = amount; p.regenTime = time; return false; }
internal override bool DoEffect(Player p){ p.health += amount; return false; }