//sets the type of projectile based on weapon type public void SetType(Main.WeaponType eType) { _type = eType; WeaponDefintion def = Main.GetWeaponDefintion(_type); _rend.material.color = def.projectileColor; }
// sets the weapon type based on the definition in the main public void SetType(Main.WeaponType wt) { _type = wt; this.gameObject.SetActive(true); def = Main.GetWeaponDefintion(_type); // gets the defintion for the type of weapon _collarRend.material.color = def.projectileColor; // sets the collar to projectile colour lastShotTime = 0; // set the last shot time to be 0 so that the weapon can be shot }
public void SetType(Main.WeaponType wt) { // get weapon defintion from main WeaponDefintion def = Main.GetWeaponDefintion(wt); cubeRend.material.color = def.projectileColor; // set the colour type = wt; // set the type letter.text = def.letter; // set the letter }
void Awake() { bndCheck = GetComponent <BoundsCheck>(); // gets the bounds check component enemy1Direction = (Random.value > 0.5f); //determines whether the enemy 1 will go right or left float dropChance = 1.0f; // to select if this enemy will have a drop chance if (Random.value <= dropChance) // if the the random number is less than or equal to powerupdrop chance it will drop a power up { int randomPowerUp = Random.Range(0, 3); // selects the powerup from the list 0,1 puType = powerUps[randomPowerUp]; } }