public void AddPowerUp(HeroPowerUp powerUp) { powerUp.Activate(hero); numActivePowerUps++; // Send event if (OnPowerUpAdded != null) { OnPowerUpAdded(); } }
private void InitPowerUpList(int level) { HeroPowerUpListData powerUpListData = DataManager.GetPowerUpListData(hero.heroType); int numPowerUpsUnlocked = HeroPowerUpListData.GetNumPowerUpsUnlocked(level); for (int i = 0; i < numPowerUpsUnlocked; i++) { // Instantiate GameObject o = Instantiate(powerUpListData.powerUps[i]); HeroPowerUp powerUp = o.GetComponent <HeroPowerUp>(); powerUps.Add(powerUp); o.transform.SetParent(transform); o.transform.localPosition = Vector3.zero; AddPowerUp(powerUp); } }
public void AddPowerUp(string name) { HeroPowerUp selectedPowerUp = GetPowerUp(name).GetComponent <HeroPowerUp> (); //print("Got power up:" + selectedPowerUp.gameObject); // test if this hero already has the selected power up if (selectedPowerUp.isActive) { //print("Stacking..."); selectedPowerUp.Stack(); } else { //print("Power up not active. Activating..."); selectedPowerUp.gameObject.SetActive(true); selectedPowerUp.Activate(hero); numActivePowerUps++; } // send event if (OnPowerUpAdded != null) { OnPowerUpAdded(); } }
public void Init(HeroPowerUp powerUp) { this.powerUp = powerUp; icon.sprite = powerUp.data.icon; }