// Start is called before the first frame update void Start() { m_pickUpDisposition = GetComponent <PickUpDisposition>(); var mat = GetComponent <MeshRenderer>().material; switch (m_pickUpDisposition.m_pickUpDisposition) { case PickUpDisposition.publicPickUpDisposition.SpeedUp: mat.color = SpeedUpColor; break; case PickUpDisposition.publicPickUpDisposition.SpeedDown: mat.color = SpeedDownColor; break; case PickUpDisposition.publicPickUpDisposition.QTE: mat.color = QTEColor; break; } }
private void Start() { m_pickUpDisposition = GetComponent <PickUpDisposition>(); switch (m_pickUpDisposition.m_pickUpDisposition) { case PickUpDisposition.PublicPickUpDisposition.None: DissapperCount = 1; break; case PickUpDisposition.PublicPickUpDisposition.SpeedUp: DissapperCount = 2; break; case PickUpDisposition.PublicPickUpDisposition.SpeedDown: DissapperCount = 3; break; case PickUpDisposition.PublicPickUpDisposition.QTE: DissapperCount = 10; break; } }
private void Start() { m_pickUpDisposition = GetComponent <PickUpDisposition>(); }