void Start() { weaponType = PowerUp.WeaponType.Single; dmgParticles = Instantiate(dmgParticlesPrefab) as ParticleSystem; cameraShaker = Camera.main.GetComponent <CameraShaker>(); levelManager = FindObjectOfType <LevelManager>(); health = 100; float zDist = transform.position.z - Camera.main.transform.position.z; xMin = Camera.main.ViewportToWorldPoint(new Vector3(0.05f, 0, zDist)).x; xMax = Camera.main.ViewportToWorldPoint(new Vector3(0.95f, 0, zDist)).x; }
void ChangeWeaponTo(PowerUp.WeaponType newWeapon) { currentWeapon = newWeapon; switch (currentWeapon) { case PowerUp.WeaponType.normal: break; case PowerUp.WeaponType.tripleShot: playerController.shotSpawnerLength = 3; break; case PowerUp.WeaponType.rocket: playerController.bolt = powerUp.newWeapon; break; default: break; } }
public void ReceivePowerUp() { Debug.Log("got power up!"); weaponType = RandomWeaponType(); ImproveFireRate(); }