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); } }
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; }
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; }