void ShootPowerWeapon() { PlayerController pc; switch (sidePP) { case PPUpType.Teleport: TeleportNow(); sidePP = PPUpType.none; //or a cold down timer pickableIcon.GetComponent <PickableIcon>().emptyIcon(); pickableText.GetComponent <Text>().text = ""; break; case PPUpType.destroyer: if (TryGetComponent <PlayerController>(out pc)) { pc.ResetShield(); } Instantiate(destroyerPrefab, firePoint.position, firePoint.rotation, this.transform); sidePP = PPUpType.none; //or a cold down timer pickableIcon.GetComponent <PickableIcon>().emptyIcon(); pickableText.GetComponent <Text>().text = ""; break; case PPUpType.none: //Put a sound or something break; default: break; } }
public void UsePPUP(PPUpType pPUpType) { PlayerController player; switch (pPUpType) { case PPUpType.life: if (TryGetComponent <PlayerController>(out player)) { player.AddLifeShield(pPUpType); } break; case PPUpType.RateOfFire: if (rateOfFire >= maxRateofFire) { rateOfFire -= 0.1f; } break; case PPUpType.ShieldTime: if (TryGetComponent <PlayerController>(out player)) { player.AddLifeShield(pPUpType); } break; case PPUpType.ShotsNum: if (shotsFire <= maxShotsFire) { shotsFire += 2; } break; case PPUpType.Teleport: sidePP = PPUpType.Teleport; break; case PPUpType.destroyer: sidePP = PPUpType.destroyer; break; default: break; } }