public override void Use(PlayerPowerup _powerupComponent) { var main = _powerupComponent.GetComponent <ParticleSystem>().main; main.maxParticles += numParticles; Destroy(this.gameObject); }
// Start is called before the first frame update void Start() { //Get Components rBody = GetComponent <Rigidbody2D>(); pc = GetComponent <PlayerController>(); pp = GetComponent <PlayerPowerup>(); }
public override void DoPickup(Player p) { PlayerPowerup pp = p.gameObject.GetComponent <PlayerPowerup>(); if (pp.CanPickUp(this)) { Audio.Play("pickup", transform.position); //+PowerupType.ToString().ToLower() ParticleUI.Instance.GiveOrder(transform.position, ParticleType.Star, 1f, powerupColor); Owner = p; if (_useInstantly) { UsePowerup(); } else { pp.Collect(this); } ElementManager.Instance.Remove(this); GameObject.Destroy(gameObject); } else { pp.AddCollided(this); } }
public void UpdateGUI(PlayerPowerup type, int val) { Text text; Image img; switch (type) { case PlayerPowerup.Vortex: text = vortexText; img = vortexImg; break; case PlayerPowerup.FreeSting: text = freeStingText; img = freeStingImg; break; case PlayerPowerup.WaggleDance: text = waggleDanceText; img = waggleDanceImg; break; default: return; } text.text = val.ToString("00"); img.gameObject.SetActive(val > 0); }
// Start is called before the first frame update void Start() { // Fill Health health = maxHealth; // Get Components rBody = GetComponent <Rigidbody2D>(); pc = GetComponent <PlayerController>(); pp = GetComponent <PlayerPowerup>(); }
public override void Use(PlayerPowerup _poweruoComponent) { Debug.Log("Item used"); ParticleSystem ps = _poweruoComponent.GetComponent <ParticleSystem>(); var trails = ps.trails; trails.enabled = true; StartCoroutine(SwitchOff(ps)); }
public override void OnCollisionEnd(Collider c) { bool isPlayer = c.GameObject.tag == ObjectTag.Player; if (isPlayer) { PlayerPowerup pp = c.GameObject.GetComponent <PlayerPowerup>(); pp.RemoveCollided(this); } }
void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag == "Player") { PlayerController pc = other.gameObject.GetComponent <PlayerController>(); PlayerPowerup pp = other.gameObject.GetComponent <PlayerPowerup>(); if (pc.state != PlayerController.State.Dashing && pc.state != PlayerController.State.Stunned && pp.powerup != PlayerPowerup.Powerup.Invincible) { Hit(other.gameObject); } } }
public void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerPowerup>(); playerIdForPowerup = (didPlayerCastPowerup) ? 0 : 1; if (overridePowerupDuration != powerupDuration.Off) { player.generalPowerupDuration = (int)overridePowerupDuration; } if (playerAlwaysHasPowerup) { UsePowerup(playerIdForPowerup); } }
private void Awake() { m_powerups = GetComponent <PlayerPowerup>(); m_renderer = GetComponent <SpriteRenderer>(); if (!m_powerups) { m_powerups = gameObject.AddComponent <PlayerPowerup>(); } //m_seq = DOTween.Sequence(); //m_seq.Append(m_renderer.DOFade(0.5f, 1f / CooldownTime)); //m_seq.Append(m_renderer.DOFade(1f, 1f / CooldownTime)); //m_seq.SetLoops(-1, LoopType.Yoyo); //m_seq.Kill(); }
public IEnumerator ScheduleEffect(GameObject player) { myPlayerHealth = player.GetComponent <PlayerHealth>(); myPowerup = player.GetComponent <PlayerPowerup>(); if (myIsActive) { // f*****g kill me. myInstantiatedGlow = myPowerup.InstantiateEffectPrefabFromPerspectiveOfPlayer(myMainGlowingObject); myPlayerHealth.ShieldUsed += CleanUp; myPlayerHealth.hasShield = true; } yield return(new WaitForSeconds(ActiveTime)); CleanUp(); }
void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag == "Player") { PlayerPowerup pp = other.gameObject.GetComponent <PlayerPowerup>(); if (pp.powerup != PlayerPowerup.Powerup.Invincible) { Hit(other.gameObject); } } else if (other.gameObject.tag == "Enemy") { Hit(other.gameObject); } }
public void AmmoCount(PlayerPowerup powerup) { var dttt = new List <GameObject>(); for (int i = 0; i < AmmoLayout.transform.childCount; i++) { dttt.Add(AmmoLayout.transform.GetChild(i).gameObject); } dttt.ForEach(Destroy); var powerUps = new List <PowerUpData>(); powerUps.AddRange(powerup.Powerups.ToArray()); if (powerup.ActivePowerup != null && !powerUps.Contains(powerup.ActivePowerup)) { powerUps.Add(powerup.ActivePowerup); } Debug.Log(powerUps.Count); foreach (var item in powerUps) { Debug.Log("number of shoots " + item.NumberOfShoots); for (int i = 1; i <= item.NumberOfShoots; i++) { GameObject obj = Instantiate(AmmoDummy, AmmoLayout.transform); switch (item.Type) { case BulletType.Gold: obj.GetComponent <Image>().sprite = GoldBullet; break; case BulletType.Silver: obj.GetComponent <Image>().sprite = SilverBullet; break; case BulletType.Bronze: obj.GetComponent <Image>().sprite = BronzeBullet; break; } } } }
public void ApplyPowerup(PlayerPowerup powerup) { switch (powerup) { case PlayerPowerup.FIRE: bombSize++; break; case PlayerPowerup.FIRE_DOWN: if (bombSize > 1) { bombSize--; } break; case PlayerPowerup.BOMB: bombsLeft++; maxBombs++; break; case PlayerPowerup.BOMB_DOWN: if (maxBombs > 1) { maxBombs--; bombsLeft--; } break; case PlayerPowerup.SKATES: moveSpeed += 0.2f; break; case PlayerPowerup.GETA: moveSpeed -= 0.2f; break; case PlayerPowerup.RED_BOMB: bombType = BombType.RED; break; } }
public void SetPlayerPowerup(PlayerPowerup val) { playerPowerup = val; NotifyPowerupExists(); }
public Refs(TimeScale ts, Score score, PlayerPowerup playerPowerup) { this.ts = ts; this.score = score; this.playerPowerup = playerPowerup; }
public abstract void Use(PlayerPowerup _powerupComponent);