public void initializeNewFeatures(Game_Controller.SpecialFeatureList newFeature, float counter) { int nIndex = (int)newFeature; features [nIndex].IsActive = true; features [nIndex].Counter = counter; isHaveSuperPower = true; if (Game_Controller.SpecialFeatureList.superShooter == newFeature) { bulletTransform.localScale = new Vector3(0.17f, 0.32f, 0.066f); } else if (Game_Controller.SpecialFeatureList.fasterShooter == newFeature) { speed = 9f; } else if (Game_Controller.SpecialFeatureList.ghostShooter == newFeature) { tDamageCounter = 0; shield.SetActive(true); } else if (Game_Controller.SpecialFeatureList.immortalShooter == newFeature) { shield.SetActive(true); } Game_Controller.instance.initializeSpecialFeature(newFeature, true); }
public Special_Features(Game_Controller.SpecialFeatureList pFeature, float pCounter, float pLimit, bool pIsActive) { this.Feature = pFeature; this.Counter = pCounter; this.limit = pLimit; this.isActive = pIsActive; }
void initialize() { int rTemp = Random.Range(0, 5); spriteColor = new Color[5] { Color.red, Color.yellow, Color.blue, Color.red, Color.black }; identityBall = rTemp; spriteBall.color = spriteColor [rTemp]; spriteBall.sprite = Resources.Load <Sprite>("Sprites/tspec" + rTemp.ToString()); feature = (Game_Controller.SpecialFeatureList)identityBall; }
public void initializeSpecialFeature(Game_Controller.SpecialFeatureList featureID, bool status) { topCenter.transform.GetChild((int)featureID).gameObject.SetActive(status); }