Esempio n. 1
0
    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);
        }
Esempio n. 3
0
 void OnItemPickup(object sender, PickupEventArgs args)
 {
     if (!active)
     {
         active      = true;
         item        = args.item;
         pickup.text = item;
         PickupText.SetActive(true);
         anim.SetTrigger("pickup");
     }
 }
Esempio n. 4
0
 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);
 }
        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();
 }