Start() public méthode

public Start ( ) : void
Résultat void
    public void ActivatePowerUp(PowerUp powerup)
    {
        if (!IsPowerupActive(powerup))
        {
            Debug.Log("Es momento de reaccionar el power up");
            powerup.Start(player);

            if (powerup.duration > 0)
            {
                // Update Hud
                PowerupHudDisplay newDisplay = new PowerupHudDisplay
                {
                    gameObject = Instantiate(powerupHudPrefab, hudPowerUpDisplayParent.transform)
                };
                newDisplay.displayName      = newDisplay.gameObject.transform.Find("PowerLabel").GetComponent <Text>();
                newDisplay.countdown        = newDisplay.gameObject.transform.Find("Effect/TimerLabel").GetComponent <Text>();
                newDisplay.displayName.text = powerup.name;
                activePowerUpsDisplayHud.Add(powerup, newDisplay);

                activatePowerUps.Add(powerup.name, powerup.duration);
                keys.Add(powerup);
            }
        }
        else
        {
            activatePowerUps[powerup.name] += powerup.duration;
        }
    }
    public void ActivatePowerup(PowerUp powerup)
    {
        if (!activePowerups.ContainsKey(powerup))
        {
            powerup.Start();
            activePowerups.Add(powerup, powerup.duration);
        }
        else
        {
            activePowerups[powerup] += powerup.duration;
        }

        keys = new List <PowerUp>(activePowerups.Keys);
    }
    public void AddPowerUp(PowerUp powerUp)
    {
        // enable the power up first
        powerUp.Start();

        // if power up is already active, reset its duration
        if (powerUps.Contains(powerUp))
        {
            powerUps.Find(power => power == powerUp).ResetDuration();
            Toast.get.Show(powerUp.powerUpName);
        }
        else
        {
            // check for other powerups with similar effect
            for (int i = 0; i < powerUps.Count; i++)
            {
                if (powerUps[i].targetStat == powerUp.targetStat)
                {
                    // powerup with a stronger effect has been picked up
                    if (powerUps[i].statMultiplier < powerUp.statMultiplier)
                    {
                        UnapplyPowerUp(powerUps[i]);
                        ApplyPowerUp(powerUp);

                        powerUps.RemoveAt(i);
                        powerUps.Add(powerUp);
                        Toast.get.Show(powerUp.powerUpName);
                        return;
                    }
                    else if (powerUps[i].statMultiplier > powerUp.statMultiplier)
                    {
                        // a stronger power up is already active
                        return;
                    }
                }
            }

            // add to the list
            powerUps.Add(powerUp);
            // apply
            ApplyPowerUp(powerUp);
            // show text
            Toast.get.Show(powerUp.powerUpName);
        }
    }
 public void ActivatePowerUp(PowerUp power)
 {
     if (power == null) {
         Debug.LogError("Error: Power is Null (probably)");
         return;
     }
     if (!activePowers.Contains (power) && activePowers.Count < maxAmtPow) {
         activePowers.Add (power);
         power.Start();
         gameObject.AddComponent (power.GetType ());
         // Debug.Log("Adding: " + power.ToString ());
         if (goodPowerUpIDs.Contains(power.getPowerUpID())){
             powerUpParticles.startColor = Color.green;
         } else if (neutralPowerUpIDs.Contains(power.getPowerUpID())){
             powerUpParticles.startColor = Color.yellow;
         } else if (badPowerUpIDs.Contains(power.getPowerUpID())){
             powerUpParticles.startColor = Color.red;
         }
         powerUpParticles.enableEmission = true;
     }
 }