protected override List <Powerup> GetPowerUps() { List <Powerup> lstRetour = new List <Powerup>(); ShotgunPowerup shotgun = new ShotgunPowerup(); shotgun.Position = new Vector2(200, 200); lstRetour.Add(shotgun); return(lstRetour); }
//Sets up Referances void Awake() { // muzzleFlash = GetComponentInChildren<ParticleSystem>(); enemyHealth = GetComponent <EnemyHealth>(); gunAudio = GetComponent <AudioSource>(); shotgun = GetComponent <Shotgun>(); shotgunPU = GetComponent <ShotgunPowerup>(); // gunFire = GetComponentInChildren<Animation>(); gunFire = GetComponentInChildren <Animation>(); zanicHealth = GetComponent <ZanicHealth>(); RingPU = GetComponent <RingPowerup>(); zem = GetComponent <ActivateZem>(); }
//Sets up Referances void Awake() { muzzleFlash = GetComponentInChildren <ParticleSystem>(); enemyHealth = GetComponent <EnemyHealth>(); zanicHealth = GetComponent <ZanicHealth>(); gunAudio = GetComponent <AudioSource>(); shotgunPU = GetComponent <ShotgunPowerup>(); plasmagunPU = GetComponent <PlasmagunPowerup>(); plasmagun = PlayersPlasmagun.GetComponent <PlasmaGun>(); minigunPU = GetComponent <MinigunPowerUp>(); RingPU = GetComponent <RingPowerup>(); startTarget = GetComponent <StartTarget>(); gunFire = GetComponentInChildren <Animation>(); zem = GetComponent <ActivateZem>(); }
protected override List <Powerup> GetPowerUps() { float w = GetWidth() / 5; float h = GetHeight() / 5; List <Powerup> lstRetour = new List <Powerup>(); ShotgunPowerup shotgun = new ShotgunPowerup(); FrostOrbPowerup frostOrb = new FrostOrbPowerup(); TimeFreezePowerup timeFreeze = new TimeFreezePowerup(); RandomPowerup rand = new RandomPowerup(); WeaponsLockPowerup wpLock = new WeaponsLockPowerup(); ShieldPowerup shield = new ShieldPowerup(); frostOrb.Position = new Vector2(w + 100, h + 100); shotgun.Position = new Vector2(4 * w - 100, h + 100); timeFreeze.Position = new Vector2(GetWidth() / 2 - 111, GetHeight() / 2 - 111); rand.Position = new Vector2(GetWidth() / 2, GetHeight() / 2 + 100); wpLock.Position = new Vector2(w + 100, 4 * h - 100); shield.Position = new Vector2(4 * w - 100, 4 * h - 100); List <Wall> retour = new List <Wall>(); retour.Add(new Wall(new Vector2(w, h), new Vector2(w, 0))); retour.Add(new Wall(new Vector2(w, h), new Vector2(0, h))); retour.Add(new Wall(new Vector2(3 * w, h), new Vector2(w, 0))); retour.Add(new Wall(new Vector2(4 * w, h), new Vector2(0, h))); retour.Add(new Wall(new Vector2(w, 4 * h), new Vector2(0, -h))); retour.Add(new Wall(new Vector2(w, 4 * h), new Vector2(w, 0))); retour.Add(new Wall(new Vector2(4 * w, 4 * h), new Vector2(-w, 0))); retour.Add(new Wall(new Vector2(4 * w, 4 * h), new Vector2(0, -h))); lstRetour.Add(shotgun); lstRetour.Add(frostOrb); lstRetour.Add(timeFreeze); lstRetour.Add(rand); lstRetour.Add(wpLock); lstRetour.Add(shield); return(lstRetour); }
void Awake() { shotgunflash = GetComponentInChildren <ParticleSystem>(); shotgunstart = GetComponent <AudioSource>(); enemyHealth = GetComponent <EnemyHealth>(); gunAudio = GetComponent <AudioSource>(); shotgunPU = GetComponent <ShotgunPowerup>(); plasmagun = playersPlasmagun.GetComponent <PlasmaGun>(); plasmagunPU = GetComponent <PlasmagunPowerup>(); flamer = playersFlamer.GetComponent <FlameThrower2>(); minigun = playersMinigun.GetComponent <Minigun>(); gunFire = GetComponentInChildren <Animation>(); // gunFire = GetComponentInChildren<Animation>(); zanicHealth = GetComponent <ZanicHealth>(); RingPU = GetComponent <RingPowerup>(); zem = GetComponent <ActivateZem>(); // Start is called before the first frame update }