コード例 #1
0
    public void PlacePowerUp(uint GridIndex, string WhichGrid = "Both", POWERUP_TYPE powerType = POWERUP_TYPE.TOTAL_POWERUPS)
    {
        if (WhichGrid == "Player" || WhichGrid == "Both")
        {
            PlayerGridPowerups.Add(new PowerUp(theGridSystem.grid[GridIndex].transform.position, powerType));

            //Store the sprites into the object
            PlayerGridPowerups[PlayerGridPowerups.Count - 1].StoreSprites(moveSpeedSprite, attackSpeedSprite, attackDamageSprite);
            //Init the image object in powerup class
            PlayerGridPowerups[PlayerGridPowerups.Count - 1].PowerUpTexture = Instantiate(SampleImage);
            //Decides the powerup modifiers based on powertype
            PlayerGridPowerups[PlayerGridPowerups.Count - 1].AssignType();
            //Change the position of powerup
            PlayerGridPowerups[PlayerGridPowerups.Count - 1].ChangePosition();
        }

        if (WhichGrid == "Enemy" || WhichGrid == "Both")
        {
            EnemyGridPowerups.Add(new PowerUp(theEnemyGridSystem.grid[GridIndex].transform.position, powerType));

            //Store the sprites into the object
            EnemyGridPowerups[EnemyGridPowerups.Count - 1].StoreSprites(moveSpeedSprite, attackSpeedSprite, attackDamageSprite);
            //Init the image object in powerup class
            EnemyGridPowerups[EnemyGridPowerups.Count - 1].PowerUpTexture = Instantiate(SampleImage);
            //Decides the powerup modifiers based on powertype
            EnemyGridPowerups[EnemyGridPowerups.Count - 1].AssignType();
            //Change the position of powerup
            EnemyGridPowerups[EnemyGridPowerups.Count - 1].ChangePosition();
        }
    }
コード例 #2
0
ファイル: PowerUp.cs プロジェクト: LincRead/rgb-remake
    public void SetRandomType()
    {
        int ranNum = (int)((Random.value * 0.99f) * 3);

        switch (ranNum)
        {
        case 0: type = POWERUP_TYPE.DAMAGE_ALL; spriteRenderer.sprite = sprites[2]; break;

        case 1: type = POWERUP_TYPE.FAST; spriteRenderer.sprite = sprites[0]; break;

        case 2: type = POWERUP_TYPE.TRIPPLE; spriteRenderer.sprite = sprites[1]; break;
        }
    }
コード例 #3
0
    public List <Piece> ExecutePowerup(POWERUP_TYPE type, Piece p)
    {
        if (type == POWERUP_TYPE.ONE_LINE_PW)
        {
            return(MatchController.ME.ExecutePowerup(new OneLinePw().ExecutePowerup(p)));
        }

        if (type == POWERUP_TYPE.ONE_COLLUMN_PW)
        {
            return(MatchController.ME.ExecutePowerup(new OneCollumnPw().ExecutePowerup(p)));
        }

        if (type == POWERUP_TYPE.ONE_TYPE_PW)
        {
            return(MatchController.ME.ExecutePowerup(new OneTypePw().ExecutePowerup(p)));
        }


        return(null);
    }
コード例 #4
0
    public void SpawnPowerUp(Vector3 position, POWERUP_TYPE powerupType = POWERUP_TYPE.POWERUP_RANDOM)
    {
        GameObject PowerupObj = null;

        if (powerupType == POWERUP_TYPE.POWERUP_RANDOM)
        {
            powerupType = (POWERUP_TYPE)Random.Range(0, (float)POWERUP_TYPE.TOTAL_POWERUPS - 1);
        }

        if (powerupType == POWERUP_TYPE.POWERUP_HEALTH)
        {
            PowerupObj = Instantiate(Resources.Load("HealthPowerup") as GameObject, position, gameObject.transform.rotation, gameObject.transform);
        }
        else if (powerupType == POWERUP_TYPE.POWERUP_INVINCIBILITY)
        {
            PowerupObj = Instantiate(Resources.Load("InvincibilityPowerup") as GameObject, position, gameObject.transform.rotation, gameObject.transform);
        }

        PowerupObj.GetComponent <RectTransform>().position = position;
    }