// Update is called once per frame void Update() { if (timepassed > 0.0f) { timepassed -= Time.deltaTime; timer.ChangeAmount(type, 1); //add the amount of health boost //Debug.Log("You changed the inital amount +10"); timer.type = type; //tell the timer what type of powerup it is timer.TimerActive = TimerActive; //set the timer to the number of seconds if (timer.playerstats.health > 100) { failed = 1; } } else { if (failed == 1) { Debug.Log("Failed the test. Exceeded max player value"); } else { Debug.Log("Passed the test. Didnot exceed max player value."); } Destroy(gameObject); //destory the object } }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Player" && collided == 0) //if collides with player (and hasn't already) { collided = 1; TimerActive = 10.0f; //set the timer variable to the number of seconds for the powerup Debug.Log("Hit the player"); timer.ChangeAmount(type, 1); //add the amount of health boost Debug.Log("You changed the inital amount +10"); timer.type = type; //tell the timer what type of powerup it is timer.TimerActive = TimerActive; //set the timer to the number of seconds Destroy(gameObject); //destory the object } }