// enemies and objects that offer bonus items should call this function
    public GameObject GetBonusItem(ItemScript.ItemTypes itemType)
    {
        GameObject bonusItem = null;

        // pick a random bonus item
        if (itemType == ItemScript.ItemTypes.Random)
        {
            itemType = PickRandomBonusItem();
        }

        // get bonus item prefab from type
        switch (itemType)
        {
        case ItemScript.ItemTypes.Nothing:
            bonusItem = null;
            break;

        case ItemScript.ItemTypes.BonusBall:
            bonusItem = assetPalette.itemPrefabs[(int)AssetPalette.ItemList.BonusBall];
            break;

        case ItemScript.ItemTypes.ExtraLife:
            bonusItem = assetPalette.itemPrefabs[(int)AssetPalette.ItemList.ExtraLife];
            break;

        case ItemScript.ItemTypes.LifeEnergyBig:
            bonusItem = assetPalette.itemPrefabs[(int)AssetPalette.ItemList.LifeEnergyBig];
            break;

        case ItemScript.ItemTypes.LifeEnergySmall:
            bonusItem = assetPalette.itemPrefabs[(int)AssetPalette.ItemList.LifeEnergySmall];
            break;

        case ItemScript.ItemTypes.WeaponEnergyBig:
            bonusItem = assetPalette.itemPrefabs[(int)AssetPalette.ItemList.WeaponEnergyBig];
            break;

        case ItemScript.ItemTypes.WeaponEnergySmall:
            bonusItem = assetPalette.itemPrefabs[(int)AssetPalette.ItemList.WeaponEnergySmall];
            break;

        case ItemScript.ItemTypes.MagnetBeam:
            bonusItem = assetPalette.itemPrefabs[(int)AssetPalette.ItemList.MagnetBeam];
            break;

        case ItemScript.ItemTypes.WeaponPart:
            bonusItem = assetPalette.itemPrefabs[(int)AssetPalette.ItemList.WeaponPart];
            break;

        case ItemScript.ItemTypes.Yashichi:
            bonusItem = assetPalette.itemPrefabs[(int)AssetPalette.ItemList.Yashichi];
            break;
        }

        // return bonus item prefab
        return(bonusItem);
    }
Esempio n. 2
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 public void SetBonusItemType(ItemScript.ItemTypes itemType)
 {
     // set bonus item type
     this.bonusItemType = itemType;
 }