public void ApplyMod(PowerupManager.PowerUps mod) { switch (mod) { case PowerupManager.PowerUps.BIGBALLS: transform.localScale = new Vector3(3, 3, 3); m_ActiveMods.Add(new Pair <PowerupManager.PowerUps, int>(PowerupManager.PowerUps.BIGBALLS, 0)); ++m_SizeModsInUse; break; case PowerupManager.PowerUps.SMALLBALLS: transform.localScale = new Vector3(1.5f, 1.5f, 1.5f); m_ActiveMods.Add(new Pair <PowerupManager.PowerUps, int>(PowerupManager.PowerUps.SMALLBALLS, 0)); ++m_SizeModsInUse; break; case PowerupManager.PowerUps.CLUSTERBALLS: GameObject.Instantiate(gameObject).transform.position = transform.position; GameObject.Instantiate(gameObject).transform.position = transform.position; break; case PowerupManager.PowerUps.BOUNCYBALLS: GetComponent <SphereCollider>().material = m_BouncyBallMat; ++m_BounceModsInUse; break; case PowerupManager.PowerUps.UNBOUNCYBALLS: GetComponent <SphereCollider>().material = m_UnbouncyBallMat; ++m_BounceModsInUse; break; } }
public void SetDisplayActive(PowerupManager.PowerUps nextPower) { m_BaseMask.transform.localPosition = m_UpperMaskPos; foreach (GameObject spr in m_PowerUpSprites) { spr.SetActive(false); } m_PowerUpSprites[(int)nextPower].SetActive(true); }
public void DisplayPower(PowerupManager.PowerUps power) { m_Base.SetActive(true); foreach (GameObject sym in m_PowerSymbols) { sym.SetActive(false); } m_PowerSymbols[(int)power].SetActive(true); }
public void StartRechargeAnim(int rechargeTime, PowerupManager.PowerUps nextPower) { m_RechargeTime = rechargeTime; m_RechargeTimer = 0; foreach (GameObject spr in m_PowerUpSprites) { spr.SetActive(false); } m_PowerUpSprites[(int)nextPower].SetActive(true); m_recharging = true; }
public void AnnouncePower(PowerupManager.PowerUps power) { int colSel = (int)(Random.Range(0.0f, 0.999f) * m_PossibleTextCols.Length); m_tMesh.color = m_PossibleTextCols [colSel]; m_AnnounceText.transform.localPosition = Vector3.zero; string announcement = ""; int choice; switch (power) { case PowerupManager.PowerUps.BIGBALLS: choice = (int)(Random.Range(0.0f, 0.999f) * m_BigBallAnnounces.Length); announcement = m_BigBallAnnounces [choice]; break; case PowerupManager.PowerUps.SMALLBALLS: choice = (int)(Random.Range(0.0f, 0.999f) * m_SmallBallAnnounces.Length); announcement = m_SmallBallAnnounces [choice]; break; case PowerupManager.PowerUps.CLUSTERBALLS: choice = (int)(Random.Range(0.0f, 0.999f) * m_ClusterBallAnnounces.Length); announcement = m_ClusterBallAnnounces[choice]; break; case PowerupManager.PowerUps.FLIPPERSWAP: choice = (int)(Random.Range(0.0f, 0.999f) * m_FlipperSwapAnnounces.Length); announcement = m_FlipperSwapAnnounces[choice]; break; case PowerupManager.PowerUps.SLOMO: choice = (int)(Random.Range(0.0f, 0.999f) * m_SloMoAnnounces.Length); announcement = m_SloMoAnnounces[choice]; break; case PowerupManager.PowerUps.BOUNCYBALLS: choice = (int)(Random.Range(0.0f, 0.999f) * m_BouncyBallAnnounces.Length); announcement = m_BouncyBallAnnounces[choice]; break; case PowerupManager.PowerUps.UNBOUNCYBALLS: choice = (int)(Random.Range(0.0f, 0.999f) * m_UnbouncyBallsAnnounces.Length); announcement = m_UnbouncyBallsAnnounces[choice]; break; } m_tMesh.text = announcement; m_AnnounceText.SetActive(true); m_TextActive = true; }