private void OnTriggerEnter(Collider other)
        {
            if (other.gameObject.layer == LayerMask.NameToLayer("PickUp"))
            {
                if (other.tag == "Coin")
                {
                    gameController.AddCoin(1);
                    other.gameObject.SetActive(false);
                }

                /*else if(other.tag == "Heal")
                 * {
                 *      playerHealth.HealDamage(4);
                 *      other.gameObject.SetActive(false);
                 * }*/
            }
        }
Exemple #2
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        public void OnClick()
        {
            if (Done_GameController.coin >= player.items[itemNum].cost)
            {
                //gameController.coin -= player.items[itemNum].cost;
                gameController.AddCoin(player.items[itemNum].cost * -1);

                if (player.boughtItem < itemNum)
                {
                    player.boughtItem = itemNum;
                }

                player.amount[itemNum]++;
            }
            else
            {
                source.Play();
            }
        }
Exemple #3
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        private void OnTriggerEnter(Collider other)
        {
            if (other.gameObject.layer == LayerMask.NameToLayer("PickUp"))
            {
                switch (other.gameObject.tag)
                {
                case "Coin":
                    //other.gameObject.SetActive(false);
                    gameController.AddCoin(1);
                    //pickUp.Sound();
                    break;

                case "Rate":
                    fireRate -= .01f;
                    //fireRate = .025f;  //this one is just to show off the power up, not meant for actual gameplay
                    other.gameObject.SetActive(false);
                    break;

                case "Power":

                    power += .25f;
                    //power += 10f;  //this one is just to show off the power up, not meant for actual gameplay
                    other.gameObject.SetActive(false);
                    break;

                case "Speed":
                    speed += .2f;
                    //speed += 10f;  //this one is just to show off the power up, not meant for actual gameplay
                    other.gameObject.SetActive(false);
                    break;

                case null:
                    other.gameObject.SetActive(false);
                    break;
                }
            }
        }