void PowerUp() { switch (gameObject.tag) { case "Enemy01": //longshot //spawn powerup GameObject powerup04 = GameObject.Find("PowerUps"); RandomPowerUp powerScript04 = powerup04.GetComponent <RandomPowerUp>(); powerScript04.SpawnPowerUp(powerCord, 4); break; case "Enemy02": //shield //spawn powerup GameObject powerup02 = GameObject.Find("PowerUps"); RandomPowerUp powerScript02 = powerup02.GetComponent <RandomPowerUp>(); powerScript02.SpawnPowerUp(powerCord, 2); break; case "Enemy03": //double shot //spawn powerup GameObject powerup03 = GameObject.Find("PowerUps"); RandomPowerUp powerScript03 = powerup03.GetComponent <RandomPowerUp>(); powerScript03.SpawnPowerUp(powerCord, 3); break; } }
void PowerUp() { //spawn powerup GameObject powerup = GameObject.Find("PowerUps"); RandomPowerUp powerScript = powerup.GetComponent <RandomPowerUp>(); powerScript.SpawnPowerUp(powerCord, 1); }
void ResetPowerUps() { //restart powerup spawn GameObject powerup = GameObject.Find("PowerUps"); RandomPowerUp powerScript = powerup.GetComponent <RandomPowerUp>(); powerScript.WillSpawn = false; }
//THIS SCRIPT MAY HELP FOR MISSILES, THE MISSILE WILL BE ON THE TRANSFORM OF THE PLAYER. void Update() { instance = this; }