public static void AddSpeedupEffectInvoker(PickupBlockBehaviour pickupScript) { Debug.Log(" Speedup AddInvoker accessed"); speedupBlockInvokerList.Add(pickupScript); foreach (UnityAction <float, float> listen in speedupBlockListenerList) { pickupScript.AddSpeedupEffectListener(listen); } }
// FreezerEffect Activated methods public static void AddFreezerEffectInvoker(PickupBlockBehaviour pickupScript) { Debug.Log(" Freezer AddInvoker accessed"); pickupBlockInvokerList.Add(pickupScript); foreach (UnityAction <float> listen in pickupListenerList) { pickupScript.AddFreezerEffectListener(listen); } }
void buildArray() { for (int i = 0; i < 3; i++) { position.x = position.x + blockSize.x / 2; position.y = position.y + blockSize.y; for (int j = 0; j < noOfBlocks; j++) { switch (randomiseBlocks()) { case 0: Instantiate(stdBlockPrefab, position, Quaternion.identity); break; case 1: Instantiate(bonusBlockPrefab, position, Quaternion.identity); break; case 2: instantiatedBlock = Instantiate(pickupBlockPrefab, position, Quaternion.identity); instantiatedBlock.Effect = PickupEffect.Freezer; break; case 3: instantiatedBlock = Instantiate(pickupBlockPrefab, position, Quaternion.identity); instantiatedBlock.Effect = PickupEffect.Speedup; break; default: Instantiate(stdBlockPrefab, position, Quaternion.identity); break; } position.x = position.x + spacebetweenBlocks + blockSize.x; } position.x = screenLeft; } }