private void PowerupSpawner_PickedUp(object sender, PickupEventArgs e) { //when a power up is expended, remember its location, wait for a bit, then create another powerup there Powerup expendedPowerUp = (Powerup)sender; StartCoroutine(SpawnAfterDelay(expendedPowerUp.transform.position, powerupRespawnDelay)); }
private void Actor_Drop(object sender, PickupEventArgs args) { Actor droppingActor = (Actor)sender; Point pointOfDrop = new Point(); pointOfDrop.X = droppingActor.hitBox.Center.X / droppingActor.world.tileSize; pointOfDrop.Y = droppingActor.hitBox.Center.Y / droppingActor.world.tileSize; spawnWeapon(WeaponItemPrototypes[args.itemClassName], pointOfDrop, (int)SPAWNTYPES.ITEM); }
void OnItemPickup(object sender, PickupEventArgs args) { if (!active) { active = true; item = args.item; pickup.text = item; PickupText.SetActive(true); anim.SetTrigger("pickup"); } }
private void Actor_Pickup_Item(Object sender, PickupEventArgs pickupEventArgs) { Actor pickingUpActor = (Actor)sender; pickingUpActor.giveWeapon((Weapon)weaponPrototypes[pickupEventArgs.itemClassName].Clone()); }
private void Actor_Pickup_Item(Object sender, PickupEventArgs pickupEventArgs) { Actor pickingUpActor = (Actor)sender; pickingUpActor.activeWeapon = (Weapon)weaponPrototypes[pickupEventArgs.itemClassName].Clone(); }