void OnTriggerEnter(Collider collider) { PowerComponent power = collider.gameObject.GetComponent <PowerComponent>(); if (power != null) { power.Power -= Power; } }
public void Setup(PowerComponent _power) { if (m_power != null) { m_power.PowerChanged -= OnPowerChanged; } m_power = _power; m_bar = GetComponent <UnityEngine.UI.Image>(); if (m_bar != null && m_power != null) { m_power.PowerChanged += OnPowerChanged; } }
void OnTriggerEnter(Collider collider) { if (m_disabled) { return; } PowerComponent power = collider.gameObject.GetComponent <PowerComponent>(); if (power != null) { if (!power.HasMaxPower()) { power.Power += RestoreQuantity; Disable(); } } }
/* * Gets the player's power associated with this meter */ Power GetPowerComponent(PowerComponent powerToGet) { Power returnPower; switch (powerToGet ) { case PowerComponent.Red : returnPower = GameManager.Instance.player.redPower; break; case PowerComponent.Blue : returnPower = GameManager.Instance.player.bluePower; break; case PowerComponent.Green : returnPower = GameManager.Instance.player.greenPower; break; default : returnPower = GameManager.Instance.player.redPower; break; } return returnPower; }
/* * Gets the player's power associated with this meter */ Power GetPowerComponent(PowerComponent powerToGet) { Power returnPower; switch (powerToGet) { case PowerComponent.Red: returnPower = GameManager.Instance.player.redPower; break; case PowerComponent.Blue: returnPower = GameManager.Instance.player.bluePower; break; case PowerComponent.Green: returnPower = GameManager.Instance.player.greenPower; break; default: returnPower = GameManager.Instance.player.redPower; break; } return(returnPower); }