예제 #1
0
 public void UsePowerup(int playerId, PlayerPowerup.Powerup power)
 {
     // Iterate and let each player handle how the power up affects it
     foreach (KeyValuePair <int, GameObject> entry in spawnController.players)
     {
         entry.Value.GetComponentInChildren <PlayerPowerup>().UsePowerup(playerId, power);
     }
 }
예제 #2
0
    void OnEnable()
    {
        int lengthOfPowerupEnum = Enum.GetNames(typeof(PlayerPowerup.Powerup)).Length;

        PlayerPowerup.Powerup power = (PlayerPowerup.Powerup)UnityEngine.Random.Range(0, lengthOfPowerupEnum);
        GetComponent <SpriteRenderer>().sprite = powerupSprites[(int)power];
        powerup = power;
    }
예제 #3
0
    public void CollectedPowerup(PlayerPowerup.Powerup powerup)
    {
        Sprite currentAbility = null;

        switch (powerup)
        {
        case PlayerPowerup.Powerup.JupiterJump:
            currentAbility = jupiterJump;
            break;

        case PlayerPowerup.Powerup.Noodler:
            currentAbility = Noodler;
            break;

        default:
            Debug.LogError("Unknown sprite for ability " + powerup);
            break;
        }
        powerupIcon.sprite  = currentAbility;
        powerupIcon.enabled = true;
    }