コード例 #1
0
    public void EnablePowerUpHud(PoweUpType type)
    {
        if (type == PoweUpType.METAL)
        {
            //Enable Metal Sprite
            metal_hud.SetActive(true);

            slowmo_hud.SetActive(false);
            star_hud.SetActive(false);
        }
        else if (type == PoweUpType.STAR)
        {
            //Enable Star Sprite
            star_hud.SetActive(true);

            metal_hud.SetActive(false);
            slowmo_hud.SetActive(false);
        }
        else if (type == PoweUpType.SLOW)
        {
            //Enable Slow-Mo Sprite
            slowmo_hud.SetActive(true);

            star_hud.SetActive(false);
            metal_hud.SetActive(false);
        }

        powerup_bar.fillAmount = 1.0f;
    }
コード例 #2
0
    void Start()
    {
        soundEffect = soundEffectObj.GetComponent <SoundEffect>();

        isRolling = false;
        shotCount = 0;

        spriteRenderer = GetComponent <SpriteRenderer>();
        type_          = PoweUpType.Plain;

        deadLine = mainCamera.ViewportToWorldPoint(new Vector2(0, 0)).x - 1;
    }
コード例 #3
0
    public void DisablePowerUpHUD(PoweUpType type)
    {
        if (type == PoweUpType.METAL)
        {
            //Enable Metal Sprite
            metal_hud.SetActive(false);
        }
        else if (type == PoweUpType.STAR)
        {
            //Enable Star Sprite
            star_hud.SetActive(false);
        }
        else if (type == PoweUpType.SLOW)
        {
            //Enable Slow-Mo Sprite
            slowmo_hud.SetActive(false);
        }

        //Reset Time Bar
        powerup_bar.fillAmount = 0.0f;
    }
コード例 #4
0
    public void OnDamaged(Collider2D other)
    {
        speed.x       += 5;
        rotationSpeed += 90;
        shotCount     += 1;

        switch (shotCount)
        {
        case 5:
            spriteRenderer.sprite = spriteSpeedUp;
            type_ = PoweUpType.SpeedUp;
            break;

        case 10:
            spriteRenderer.sprite = spriteTwinShot;
            type_ = PoweUpType.TwinShot;
            break;

        case 20:
            spriteRenderer.sprite = spriteTripleShot;
            type_ = PoweUpType.TripleShot;
            break;

        case 30:
            spriteRenderer.sprite = spriteOption;
            type_ = PoweUpType.Option;
            break;

        default:
            spriteRenderer.sprite = spritePlain;
            type_ = PoweUpType.Plain;
            break;
        }

        soundEffect.playItemShot();
    }
コード例 #5
0
    public void ActivePowerUp(PoweUpType type, float duration, float speed_slow = 0.0f)
    {
        if (type == PoweUpType.METAL)
        {
            if (star_active)
            {
                current_time_star = 0.0f;
                star_active       = false;
            }
            else if (slow_active)
            {
                slow_active       = false;
                current_time_slow = 0.0f;
                //Call function Normal Speed
                nodeManager.GetComponent <NodeManager>().ResetObstaclesSpeed();
            }
            script_star.GetComponent <Renderer>().material           = metal_mat;
            script_star.GetComponent <ScrollingUVs_Layers>().enabled = true;
            score.AddScore(ScoreType.POWERUP_ARMOR);
            armor_active       = true;
            duration_armor     = duration;
            current_time_armor = 0.0f;
            source.PlayOneShot(MetalSound);
        }
        else if (type == PoweUpType.STAR)
        {
            if (armor_active)
            {
                current_time_armor = 0.0f;
                armor_active       = false;
            }
            else if (slow_active)
            {
                slow_active       = false;
                current_time_slow = 0.0f;
                nodeManager.GetComponent <NodeManager>().ResetObstaclesSpeed();
            }
            script_star.GetComponent <Renderer>().material           = star_mat;
            script_star.GetComponent <ScrollingUVs_Layers>().enabled = true;
            score.AddScore(ScoreType.POWERUP_STAR);
            star_active       = true;
            duration_star     = duration;
            current_time_star = 0.0f;
        }
        else if (type == PoweUpType.SLOW)
        {
            if (armor_active)
            {
                current_time_armor = 0.0f;
                armor_active       = false;
            }
            else if (star_active)
            {
                current_time_star = 0.0f;
                star_active       = false;
            }
            source.PlayOneShot(SlowDown);
            camerasource.pitch = 0.6f;
            script_star.GetComponent <Renderer>().material           = normal_mat;
            script_star.GetComponent <ScrollingUVs_Layers>().enabled = false;
            score.AddScore(ScoreType.POWERUP_SLOW);
            slow_active       = true;
            duration_slow     = duration;
            current_time_slow = 0.0f;
            //Call function
            save_time_trail = GetComponent <TrailRenderer>().time;
            GetComponent <TrailRenderer>().time = new_time_trail;
            nodeManager.GetComponent <NodeManager>().ChangeSpeed(speed_slow);
            save_slow_reduced = speed_slow;
        }

        EnablePowerUpHud(type);
    }