コード例 #1
0
    void Start()
    {
        List <int> effects = new List <int>();

        effects.Add(CollectableEffects.INCREASE_HEALTH);
        this.init(effects, 10, CollectableEffects.TYPE_GOOD);
        gmode = this.GetComponentInParent <CollectEmAllGamemode>();
    }
コード例 #2
0
    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();
        }
    }