/// <summary> /// Manage the toggling of collectible states in response to the player collecting them /// </summary> /// <param name="obj">The object that was collected by the player</param> private IEnumerator DelayCollectibleRespawn_CR(CollectibleObject obj) { obj.gameObject.SetActive(false); yield return(new WaitForSeconds(collectibleRespawnTime)); obj.gameObject.SetActive(true); }
/// <summary> /// Handle the updating of the displayed score based on the collected objects /// </summary> /// <param name="obj">The object that was collected by the player</param> /// <param name="score">The value of the collectible at the time of collection</param> public void UpdateDisplayScore(CollectibleObject obj, int score) { //Increment the score value this.score += score; //Update the display label scoreDisplay.text = string.Format(scoreFormatting, this.score); }
/// <summary> /// Start the process of 'respawning' a collectible object /// </summary> /// <param name="obj">The object that was collected by the player</param> /// <param name="score">The score of the collectible when it was collected</param> public void CollectedCollectible(CollectibleObject obj, int score) { StartCoroutine(DelayCollectibleRespawn_CR(obj)); }