Esempio n. 1
0
        /// <summary>
        /// Choose a random powerup.
        /// </summary>
        /// <returns>A random powerup</returns>
        public static PowerUp ChooseRandomPowerUp(int width, int height, Data.Setup s)
        {
            PowerUp powerUp;
            Random  random = new Random();
            double  x      = random.Next(width / 4, width / 4 * 3);
            double  y      = random.Next(height / 5, height / 5 * 4);

            switch (random.Next(5))
            {
            case 0:
                powerUp = new HealthPowerUp(x, y, 40, s.HealingShield);
                break;

            case 1:
                powerUp = new SpeedPowerUp(x, y, 40, s.SpeedBallPercent);
                break;

            case 2:
                powerUp = new ReversePowerUp(x, y, 40, s.ReverseTime);
                break;

            case 3:
                powerUp = new MultiBallPowerUp(x, y, 40);
                break;

            default:
                powerUp = new BombPowerUp(x, y, 40, s.DamageBomb);
                break;
            }
            return(powerUp);
        }
Esempio n. 2
0
    public PowerUp GetPowerUp()
    {
        if (powerUpID == PowerUpList.RANDOM)
        {
            Array values = Enum.GetValues(typeof(PowerUpList));
            powerUpID = (PowerUpList)UnityEngine.Random.Range(0, values.Length - 1);
        }
        PowerUp chosenPowerUp = null;

        // Add new Powerups here (pt 2 of 2)
        switch (powerUpID)
        {
        case PowerUpList.RocketBoost:
            //Debug.Log("Chose the Debug PowerUp!");
            chosenPowerUp = new RocketBoost();
            //print("Chosen Power null? : " + (chosenPowerUp == null));
            break;

        case PowerUpList.Brake:
            chosenPowerUp = new BrakePowerUp();
            break;

        case PowerUpList.MoonJump:
            chosenPowerUp = new MoonJump();
            break;

        case PowerUpList.Bomb:
            chosenPowerUp = new BombPowerUp();
            break;

        case PowerUpList.GravityVortex:
            chosenPowerUp = new GravityVortexPowerUp();
            break;
        }
        gameObject.GetComponent <MeshRenderer>().enabled = false;
        gameObject.GetComponent <Collider>().enabled     = false;
        spawned       = false;
        turnsInactive = 0;
        return(chosenPowerUp);
    }