// Use this for initialization
 void Start()
 {
     if (isServer) {
         type = (PowerUpList)UnityEngine.Random.Range (0, graphics.Count);
         GetComponent<SpriteRenderer> ().sprite = graphics[(int) type];
     }
 }
Esempio n. 2
0
    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);
    }
Esempio n. 3
0
 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;
 }
Esempio n. 4
0
 void OnEnable()
 {
     StartCoroutine(Spin());
     list = GetComponentInParent <PowerUpList> ();
 }
Esempio n. 5
0
 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;
 }