public override void StartCollectable (CollectableOwner owner) { base.StartCollectable (owner); transform.localPosition = Vector3.zero; m_acumTime = 0; }
public override void StartCollectable(CollectableOwner owner) { base.StartCollectable(owner); lineRenderer = GetComponent<LineRenderer> (); lineRenderer.enabled = true; owner.playerController.GetComponent<InventaryPowerUp> ().changeTo ("laser"); }
public override void StartCollectable(CollectableOwner owner) { base.StartCollectable(owner); owner.playerController.speed *= speedIncrement; Debug.Log ("Speed incremented: " + speedIncrement); owner.playerController.GetComponent<InventaryPowerUp> ().changeTo ("correr"); }
// Esto es una mierda para que no se llamen dos veces al onCollision IEnumerator ChangeOwnerCoroutine(CollectableOwner newOwner) { yield return new WaitForEndOfFrame (); owner.SetNullCollectable (); CollectableOwner co = newOwner; co.SetCollectable (this); }
public override void StartCollectable (CollectableOwner owner) { base.StartCollectable (owner); transform.localPosition = Vector3.zero; eventsOfSphereForce.gameObject.SetActive (true); eventsOfSphereForce.onCollisionEnter += CheckCollision; owner.playerController.GetComponent<InventaryPowerUp> ().changeTo ("escudo"); }
public override void StartCollectable(CollectableOwner owner) { if (this.owner == null) m_acumTime = 0; // First time someone take me this.owner = owner; owner.playerController.GetComponentInChildren<PlayerCollision> ().onCollisionPLayer += onCollision; owner.playerController.GetComponent<InventaryPowerUp> ().changeTo ("bomba"); }
public override void StartCollectable (CollectableOwner owner) { base.StartCollectable (owner); InventaryRune ir = owner.GetComponent<InventaryRune> (); if (ir) { ir.CollectRune (); } SetFeedback (owner.feedbackManager); FinishCollectable (); }
public virtual void StartCollectable(CollectableOwner owner) { m_owner = owner; }
public override void StartCollectable(CollectableOwner owner) { base.StartCollectable(owner); owner.playerController.GetComponent<InventaryPowerUp> ().changeTo ("cambioLosas"); }
void ChangeOwnerEndOfFrame(CollectableOwner newOwner) { StartCoroutine (ChangeOwnerCoroutine (newOwner)); }