private void SpawnPowerUp() { SelectedMaterial = powerUpMaterials[Random.Range(0, powerUpMaterials.Count)]; spawnLocation.x = Random.Range(-60, 60); spawnLocation.y = 2; spawnLocation.z = Random.Range(-60, 60); var tempPowerup = Instantiate(PowerUpHolder, spawnLocation, Quaternion.identity); render = tempPowerup.GetComponent <Renderer>(); render.material = SelectedMaterial; materialName = SelectedMaterial.name; powerUps = tempPowerup.GetComponent <PowerUpActivator>(); switch (materialName) { case "SpeedUp": powerUps.PowerUpNumber = 1; return; case "FireRateUp": powerUps.PowerUpNumber = 2; return; case "PowerUp": powerUps.PowerUpNumber = 3; return; case "MaxAmmo": powerUps.PowerUpNumber = 4; return; } }
private void Awake() { Animator = GetComponent <Animator>(); PowerUpController = GetComponent <PowerUpController>(); Renderer = GetComponent <Renderer>(); PlayerHealthManager = GetComponent <PlayerHealthManager>(); PlayerStateMachine = GetComponent <PlayerStateMachine>(); PowerUpActivator = GetComponent <PowerUpActivator>(); PlayerStatsController = GetComponent <PlayerStatsController>(); }