void Update() { //Check for powerup application if (Input.GetKeyDown(KeyCode.Space)) { switch (this.current_powerup) { case PowerUp.Powerups.Chains: LaunchChains(); break; case PowerUp.Powerups.Thunder: LaunchThunder(); break; case PowerUp.Powerups.Bricks: LaunchBricks(); break; default: break; } this.current_powerup = PowerUp.Powerups.None; } //Check highest block float max_height = 0; foreach (GameObject g in blockList) { if (g.tag == "set") { if (max_height < g.transform.position.y) { max_height = g.transform.position.y; } } } //Move camera according to previous check if (spawner.transform.position.y - 15 > max_height) { DownSpawnnerAndCam(); } else if (spawner.transform.position.y - 13 < max_height) { UpSpawnnerAndCam(); } }
private void AddPowerUp() { Array values = Enum.GetValues(typeof(PowerUp.Powerups)); System.Random random = new System.Random(); int rand = random.Next(values.Length); //Avoid getting "None" while (rand == 0) { rand = random.Next(values.Length); } this.current_powerup = (PowerUp.Powerups)values.GetValue(rand); //this.current_powerup = PowerUp.Powerups.Bricks; //Used for debug }
void Start() { blockList = new List <GameObject>(); powerUp = this.GetComponent <PowerUp>(); //Set camera movement distance up_distance = 20f; down_distance = 30f; //Set player stats current_health = max_health; score = 0; next_score_for_pwr = next_score_for_pwr_add_value; last_loss_brick_time = Time.time + cooldown_duration; //Set current power up current_powerup = PowerUp.Powerups.None; //Spawn first brick Spawn(); }