コード例 #1
0
 // Intitialize component references and singleton
 void Awake()
 {
     if (player == null)
     {
         player = this;
     }
     else if (player != this)
     {
         Destroy(gameObject);
     }
     DontDestroyOnLoad(player);
     rb        = GetComponent <Rigidbody2D> ();
     bc        = GetComponent <BoxCollider2D> ();
     rocket    = GetComponent <RocketBoost>();
     inventory = GetComponent <Inventory>();
     if (inventory == null)
     {
         throw new InvalidOperationException();
     }
 }
コード例 #2
0
    public PowerUp GetPowerUp()
    {
        if (powerUpID == PowerUpList.RANDOM)
        {
            Array values = Enum.GetValues(typeof(PowerUpList));
            powerUpID = (PowerUpList)UnityEngine.Random.Range(0, values.Length - 1);
        }
        PowerUp chosenPowerUp = null;

        // Add new Powerups here (pt 2 of 2)
        switch (powerUpID)
        {
        case PowerUpList.RocketBoost:
            //Debug.Log("Chose the Debug PowerUp!");
            chosenPowerUp = new RocketBoost();
            //print("Chosen Power null? : " + (chosenPowerUp == null));
            break;

        case PowerUpList.Brake:
            chosenPowerUp = new BrakePowerUp();
            break;

        case PowerUpList.MoonJump:
            chosenPowerUp = new MoonJump();
            break;

        case PowerUpList.Bomb:
            chosenPowerUp = new BombPowerUp();
            break;

        case PowerUpList.GravityVortex:
            chosenPowerUp = new GravityVortexPowerUp();
            break;
        }
        gameObject.GetComponent <MeshRenderer>().enabled = false;
        gameObject.GetComponent <Collider>().enabled     = false;
        spawned       = false;
        turnsInactive = 0;
        return(chosenPowerUp);
    }