public void UseSuperWeapon(Quaternion rotation) { switch (superWeaponType) { case SuperWeaponType.NONE: return; case SuperWeaponType.HEAL: caster.GainHealth(20); TurnController.INSTANCE.SwitchTurn(); break; case SuperWeaponType.METEORITE_SWARM: PoolingSystem.Spawn(PoolManager.INSTANCE.GetWeaponPrefab(superWeaponType), CameraController.INSTANCE.spawnSpot.position); break; case SuperWeaponType.HAMMER: PoolingSystem.Spawn(PoolManager.INSTANCE.GetWeaponPrefab(superWeaponType), FindPositionForHammerSpawn()); break; } superWeaponType = SuperWeaponType.NONE; }
public void Spawned() { int typeToChoose; transform.localEulerAngles = Vector3.zero; StartCoroutine(Move()); if (weaponsReady.Count == 0) { FillListWithWeapons(); } typeToChoose = Random.Range(0, weaponsReady.Count); type = weaponsReady[typeToChoose]; weaponsReady.Remove(type); }
public GameObject GetWeaponPrefab(SuperWeaponType type) { return(superWeaponPrefabs[(int)type]); }