Esempio n. 1
0
    private void OnBonusPicked(BonusSettings bonusItem)
    {
        if (bonusItem != null)
        {
            if (bonusItem.Type == BonusSettings.SettingsType.Normal)
            {
                if (bonusItem.IsSuperBadItem)
                {
                    _unknownItemView.SetActive(true);
                }
                if (bonusItem.SpeedRatio > 1)
                {
                    _speedUpPlayerView.SetActive(true);
                }
                if (bonusItem.AdditionHearts > 0)
                {
                    _extraHeartsView.SetActive(true);
                }
                if (bonusItem.BombsKind == BombItemKind.NoBombs)
                {
                    _noBombsItemView.SetActive(true);
                }
                if (bonusItem.ExtraScores > 0)
                {
                    _extraPointsView.SetActive(true);
                }
                if (bonusItem.ScoreMultyplayer > 1)
                {
                    _pointsMultyView.SetActive(true);
                }
            }
            if (bonusItem.IsInsensitive)
            {
                _isInsensitive = true;
            }
            else if (!bonusItem.IsInsensitive && bonusItem.OldIsInsensitive)
            {
                _isInsensitive = false;
            }
            _intensiveItemView.SetActive(_isInsensitive);

            bool newEnemiesGenerate = false;
            if (bonusItem.BombsKind != _bombKind)
            {
                _bombKind          = bonusItem.BombsKind;
                newEnemiesGenerate = true;
            }
            if (newEnemiesGenerate || bonusItem.Type == BonusSettings.SettingsType.ForceDefault)
            {
                if (_enemiesDispose != null)
                {
                    _enemiesDispose.Dispose();
                }
                _enemiesDispose = GenerateItems();
            }
        }
    }
Esempio n. 2
0
 public BonusSettings(float activeTime, bool isInsensitive, BombItemKind bombsKind, int additionHearts, float scoreMultyplayer, float speedRatio, int extraScores, bool isSuperBadItem)
 {
     _activeTime       = activeTime;
     _isInsensitive    = isInsensitive;
     _bombsKind        = bombsKind;
     _additionHearts   = additionHearts;
     _scoreMultyplayer = scoreMultyplayer;
     _speedRatio       = speedRatio;
     _extraScores      = extraScores;
     IsSuperBadItem    = isSuperBadItem;
 }
Esempio n. 3
0
 private void SetDefault()
 {
     _extraScores      = 0;
     _speedRatio       = 1.0f;
     _scoreMultyplayer = 1;
     _additionHearts   = 0;
     _bombsKind        = BombItemKind.Normal;
     _isInsensitive    = false;
     _activeTime       = 0.0f;
     Type           = SettingsType.Normal;
     IsSuperBadItem = false;
 }