IEnumerator ItemTimer(ItemManager.Types type) { yield return(new WaitForSeconds(model.itemEffectDuration)); switch (type) { case ItemManager.Types.PowerPlus: powerPlusOn = false; break; case ItemManager.Types.MachineGun: case ItemManager.Types.Shotgun: case ItemManager.Types.HomingMissile: currentWeapon = Weapons.RegularGun; break; default: break; } }
void UseItem(ItemManager.Types type) { switch (type) { case ItemManager.Types.EnergyPlus: model.RefillEnergy(); break; case ItemManager.Types.PowerPlus: powerPlusOn = true; StartCoroutine(ItemTimer(type)); break; case ItemManager.Types.BulletTime: if (onBulletTimeUsage != null) { onBulletTimeUsage(); } break; case ItemManager.Types.MachineGun: currentWeapon = Weapons.MachineGun; StartCoroutine(ItemTimer(type)); break; case ItemManager.Types.Shotgun: currentWeapon = Weapons.Shotgun; StartCoroutine(ItemTimer(type)); break; case ItemManager.Types.HomingMissile: currentWeapon = Weapons.HomingMissile; StartCoroutine(ItemTimer(type)); break; default: break; } }
public void Initialize(float movementPerSecond, ItemManager.Types type) { this.movementPerSecond = movementPerSecond; this.type = type; }