void Start() { List <int> effects = new List <int>(); effects.Add(CollectableEffects.INCREASE_HEALTH); this.init(effects, 10, CollectableEffects.TYPE_GOOD); gmode = this.GetComponentInParent <CollectEmAllGamemode>(); }
public void onCollected(CollectEmAllGamemode gmode) { foreach (int ce in collectableEffects) { switch (ce) { case CollectableEffects.NONE: break; case CollectableEffects.INCREASE_HEALTH: gmode.changePlayerHealth(effectAmount); gmode.removeCollectable(this.gameObject); break; case CollectableEffects.DECREASE_HEALTH: gmode.changePlayerHealth(effectAmount); gmode.removeCollectable(this.gameObject); break; case CollectableEffects.INCREASE_SPEED: gmode.changePlayerSpeed(true); gmode.removeCollectable(this.gameObject); break; case CollectableEffects.DECREASE_SPEED: gmode.changePlayerSpeed(false); gmode.removeCollectable(this.gameObject); break; case CollectableEffects.INCREASE_ENEMY_SPEED: //No default behavior yet implemented gmode.removeCollectable(this.gameObject); break; case CollectableEffects.DECREASE_ENEMY_SPEED: //No default behavior yet implemented gmode.removeCollectable(this.gameObject); break; case CollectableEffects.INCREASE_WEAPON_DAMAGE: //No default behavior yet implemented gmode.removeCollectable(this.gameObject); break; case CollectableEffects.DECREASE_WEAPON_DAMAGE: //No default behavior yet implemented gmode.removeCollectable(this.gameObject); break; case CollectableEffects.INCREASE_SCORE: gmode.updatePlayerScore(effectAmount); gmode.removeCollectable(this.gameObject); break; case CollectableEffects.DECREASE_SCORE: gmode.removeCollectable(this.gameObject); gmode.updatePlayerScore(effectAmount); break; default: gmode.removeCollectable(this.gameObject); break; } doAction(); } }