// Update is called once per frame void Update() { if (cs.getMode() == 2) { powerUpTimer -= Time.deltaTime; //print(powerUpTimer); if (powerUpTimer <= 0) { cs.setMode(1); // Set the mode back to just grown cs.multiplier = 1; cs.numberOfJumps = 2; enemySpeed = 1f; } } }
void PowerUp() { if (sb.getMode() == 0) { p_up = (GameObject)Instantiate(Resources.Load("PowerUpGrow", typeof(GameObject))); } else if (sb.getMode() == 1 || sb.getMode() == 2) // 2 means we are already powered up but we can get a coin multiplier if we get another powerup { System.Random rand = new System.Random(); int powerUp = rand.Next(2, 5); // max value is exclusive //print(powerUp); if (powerUp == 2) { p_up = (GameObject)Instantiate(Resources.Load("PowerUpFire", typeof(GameObject))); } else if (powerUp == 3) { p_up = (GameObject)Instantiate(Resources.Load("PowerUpFly", typeof(GameObject))); } else if (powerUp == 4) { p_up = (GameObject)Instantiate(Resources.Load("PowerUpTimeWarp", typeof(GameObject))); } } p_up.transform.SetParent(this.transform.parent); p_up.transform.localPosition = new Vector2(position.x, position.y + 1); rb = p_up.GetComponent <Rigidbody2D>(); cc = p_up.GetComponent <CircleCollider2D>(); powerUpExists = true; this.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("G2-block-hit"); }