// Use this for initialization void Start() { if (isServer) { type = (PowerUpList)UnityEngine.Random.Range (0, graphics.Count); GetComponent<SpriteRenderer> ().sprite = graphics[(int) type]; } }
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); }
public PowerUp getPowerUp(PowerUpList chosenPowerUpID) { PowerUp chosenPowerUp = null; switch (chosenPowerUpID) { case PowerUpList.SlowDown: chosenPowerUp = new SlowDown(10); break; case PowerUpList.SpeedUp: chosenPowerUp = new SpeedUp(10); break; case PowerUpList.Warp: chosenPowerUp = new Warp(10); break; case PowerUpList.IceyPlayer: chosenPowerUp = new IceyPlayer(10); break; case PowerUpList.ObjectSpawnPowerUp: chosenPowerUp = new ObjectSpawnPowerUp(10); break; case PowerUpList.Pull: chosenPowerUp = new Pull(10); break; case PowerUpList.Push: chosenPowerUp = new Push(10); break; case PowerUpList.Bigger: chosenPowerUp = new Bigger(10); break; case PowerUpList.Smaller: chosenPowerUp = new Smaller(10); break; case PowerUpList.OrbitingShield: chosenPowerUp = new OrbitingShield(10); break; } return chosenPowerUp; }
void OnEnable() { StartCoroutine(Spin()); list = GetComponentInParent <PowerUpList> (); }
private void Awake() { _instance = this; }
/// <summary> /// Changes the graphic of the powerup /// </summary> /// <param name="type">Type.</param> public void OnPowerTypeSet(PowerUpList type) { GetComponent<SpriteRenderer> ().sprite = graphics[(int) type]; this.type = type; }