public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); switch (pu.type) { case WeaponType.shield: // If it's the shield shieldLevel++; break; default: // If it's any Weapon PowerUp // Check the current weapon type if (pu.type == weapons[0].type) { // then increase the number of weapons of this type Weapon w = GetEmptyWeaponSlot(); // Find an available weapon if (w != null) { // Set it to pu.type w.SetType(pu.type); } } else { // If this is a different weapon ClearWeapons(); weapons[0].SetType(pu.type); } break; } pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { // print(go + "man zoinks"); PowerUp pu = go.GetComponent <PowerUp>(); //pu is not existent why // print(pu + "man zoinks"); switch (pu.type) { case WeaponType.shield: shieldLevel++; break; default: if (pu.type == weapons[0].type) { Weapon w = GetEmptyWeaponSlot(); if (w != null) { w.SetType(pu.type); } } else { ClearWeapons(); weapons[0].SetType(pu.type); } break; } // print("OHNNONOOOOO"+this.gameObject+"HII"+" "+pu); pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); switch (pu.type) { case WeaponType.shield: ShieldLevel++; break; default: // Если оружие того же типа, установить в pu.type if (pu.type == weapons[0].Type) { Weapon w = GetEmptyWeaponSlot(); if (w != null) { w.SetType(pu.type); } } else // Если оружие другого типа { ClearWeapons(); weapons[0].SetType(pu.type); } break; } pu.AbsorbedBy(gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); switch (pu.type) { case WeaponType.shield: shieldLevel++; break; default: if (pu.type == weapons[0].type) { Weapon w = GetEmptyWeaponSlot(); if (w != null) { w.SetType(pu.type); } } else { ClearWeapons(); weapons[0].SetType(pu.type); } break; } pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); switch (pu.type) { case WeaponType.shield: shieldLevel++; // lines 110 to 120 uncomment break; default: if (pu.type == weapons[0].type) // if it is the same type { Weapon w = GetEmptyWeaponSlot(); if (w != null) { w.SetType(pu.type); } } else // if this is a different weapon { ClearWeapons(); weapons[0].SetType(pu.type); } break; } pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); Vector3 pos = transform.position; switch (pu.type) { case WeaponType.warp: _possibleWarp = true; _numOfWarp = 3; break; case WeaponType.shield: shieldLevel += Random.Range(1, 4 - shieldLevel); break; case WeaponType.boost: speed *= 2; _speedIncreased = true; break; default: break; } //NEED TO ACTUALLY PUT SHIT INTO HERE !!!!! !! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! __ ! _!_! _! !_!_ pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); switch (pu.type) { case WeaponType.shield: shieldLevel++; break; default: // Это какой то из типо оружия if (pu.type == weapons[0].type) { // Увеличиваем количество оружий этого типа Weapon w = GetEmptyWeaponSlot(); // Находим доступный слот if (w != null) { w.SetType(pu.type); } } else { // Если это другое оружие ClearWeapons(); weapons[0].SetType(pu.type); } break; } pu.AbsorbedBy(this.gameObject); }
// you do not need to adjust Absorb PowerUp: Nick: altered this code for fun, wanted weapons to not clear, and first blaster to never change. public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); switch (pu.type) { case WeaponType.shield: shieldLevel++; break; default: if (pu.type == weapons[0].type) { Weapon w = GetEmptyWeaponSlot(); if (w != null) // there is an empty slot { // Set it to pu.type w.SetType(pu.type); } else // if there are no more empty weapon slots //each different type pickup replaces first slot with diff type in it { //TODO: Add code here that would replace the current weapon slot with the new powerup if it is a different type once no more empty slots } } else { //If this is a different weapon type ClearWeapons(); weapons[0].SetType(pu.type); } break; } pu.AbsorbedBy(gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); switch (pu.type) { case WeaponType.shield: // a shieldLevel++; break; default: // b if (pu.type == weapons[0].type) { // If it is the same type // c Weapon w = GetEmptyWeaponSlot(); if (w != null) { // Set it to pu.type w.SetType(pu.type); } } else { // If this is a different weapon type // d ClearWeapons(); weapons[0].SetType(pu.type); } break; } pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { print("AbsorbPowerUp : " + go.name); PowerUp pu = go.GetComponent <PowerUp>(); print("AbsorbPowerUp : " + pu.Type); switch (pu.Type) { case WeaponType.Shield: ShieldLevel++; break; default: if (pu.Type == Weapons[0].Type) { Weapon w = GetEmptyWeaponSlot(); if (w != null) { w.SetType(pu.Type); } } else { ClearWeapons(); Weapons[0].SetType(pu.Type); } break; } pu.AbsorbedBy(gameObject); }
private void AbsorbPowerUp(GameObject go) { PowerUp pwrUp = go.GetComponent <PowerUp>(); switch (pwrUp.type) { case WeaponType.SHIELD: shieldLevel++; break; default: if (pwrUp.type == weapons[0].type) { Weapon wep = GetEmptyWeaponSlot(); if (wep != null) { wep.SetType(pwrUp.type); } } else { ClearWeapons(); weapons[0].SetType(pwrUp.type); } break; } pwrUp.AbsorbedBy(gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); switch (pu.type) { case Main.WeaponType.shield: if (shieldLevel == 4) { shieldLevel = 4; } else { shieldLevel++; } break; case Main.WeaponType.movementSpeed: speed += 10; break; case Main.WeaponType.attackSpeed: if (Main.GetWeaponDefintion(Main.WeaponType.blaster).delayBetweenShots > 0.25f) { Main.GetWeaponDefintion(Main.WeaponType.gun).delayBetweenShots *= 0.7f; Main.GetWeaponDefintion(Main.WeaponType.blaster).delayBetweenShots *= 0.7f; } break; default: // nothing break; } pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); switch (pu.type) { case WeaponType.shield: // a shieldLevel++; break; default: // b if(pu.type == weapons[0].type) { // If it is the same type // c Weapon w = GetEmptyWeaponSlot(); if (w != null) { // Set it to pu.type w.SetType(pu.type); } } else { // If this is a different weapon type // d ClearWeapons(); weapons[0].SetType(pu.type); } break; // Leave this switch block empty for now. } pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); if (AudioManager.S.playSounds) { UIManager.S.GetComponent <AudioSource>().Play(); } switch (pu.type) { case WeaponType.shield: // If it's the Shield shieldLevel++; break; case WeaponType.gold: // If it's GOLD UIManager.S.AddScore(UIManager.S.bonusScore); break; case WeaponType.invincibility: // If it's the invincibility one if (AudioManager.S.playCopyrightSounds) { AudioManager.S.GetComponent <AudioSource>().Stop(); if (!GetComponent <AudioSource>().isPlaying) { GetComponent <AudioSource>().Play(); } } else { GetComponent <AudioSource>().Stop(); } StartCoroutine(invincibilityCountdown()); break; default: // If it's any Weapon PowerUp // Check the current Weapon type if (pu.type == weapons[0].type) { // Then increase the number of Weapons of this type Weapon w = GetEmptyWeaponSlot(); // Find an available Weapon if (w != null) { // Set it to pu.type w.SetType(pu.type); } } else { // If this is a different Weapon ClearWeapons(); weapons[0].SetType(pu.type); } break; } pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); switch (pu.type) { case WeaponType.shield: shieldLevel++; break; case WeaponType.nitro: if (speed + 10 < 60) { speed += 10; } particle = GetComponent <ParticleSystem>(); particle.Play(); break; case WeaponType.giant: if (giantcount < 3) { Vector3 sc = new Vector3(.2f, .2f, .2f); transform.localScale += sc; shieldLevel += 50; speed -= 5; giantcount++; } break; default: if (pu.type == weapons[0].type) { Weapon w = GetEmptyWeaponSlot(); if (w != null) { // Set it to pu.type w.SetType(pu.type); } } else { //If this is a different weapon type ClearWeapons(); weapons[0].SetType(pu.type); } break; } pu.AbsorbedBy(gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); switch (pu.type) { case WeaponType.boost: shipSpeed = 130f; break; case WeaponType.fastShoot: projectileSpeed = 1000f; break; case WeaponType.clear: GameObject[] enemies = GameObject.FindGameObjectsWithTag("enemy0"); for (var i = 0; i < enemies.Length; i++) //clears all of the enemies off the screen { Destroy(enemies[i]); } GameObject[] enemies1 = GameObject.FindGameObjectsWithTag("enemy1"); for (var i = 0; i < enemies1.Length; i++) //clears all of the enemies off the screen { Destroy(enemies1[i]); } GameObject[] enemies2 = GameObject.FindGameObjectsWithTag("enemy3"); for (var i = 0; i < enemies2.Length; i++) //clears all of the enemies off the screen { Destroy(enemies2[i]); } break; default: if (pu.type == weapons[0].type) { Weapon w = GetEmptyWeaponSlot(); if (w != null) { w.SetType(pu.type); } } else { ClearWeapons(); weapons[0].SetType(pu.type); } break; } pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); switch (pu.type) { case WeaponType.nuke: //When the nuke is absorbed by the user, increment the number of nukes allowed Spawn.S.nukeCounter++; //Update the UI-text GameObject.Find("NukeCounter").GetComponent <UnityEngine.UI.Text>().text = "Nuke Counter: " + Spawn.S.nukeCounter; break; case WeaponType.shield: // a shieldLevel++; break; case WeaponType.EMP: //Call stun method pu.Stun(); FindObjectOfType <AudioManager>().Play("EMP"); break; case WeaponType.X2: Spawn.S.pickupTime = Time.time; Spawn.S.isDoubleTime = true; Spawn.S.x2Slider.value = 1; Spawn.S.timeTracker = 0; Spawn.S.x2Slider.gameObject.SetActive(true); //Spawn.S.InitiateDoublePoints(); break; default: if (pu.type == weapons[0].type) { Weapons w = GetEmptyWeaponSlot(); if (w != null) { w.SetType(pu.type); } } else { ClearWeapons(); weapons[0].SetType(pu.type); } break; } pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); switch (pu.type) { case WeaponType.none: break; case WeaponType.blaster: break; case WeaponType.spread: break; case WeaponType.phaser: break; case WeaponType.missile: break; case WeaponType.laser: break; case WeaponType.shield: shieldLevel++; break; default: //如果是任何一种武器升级道具 //检查当前武器类型 if (pu.type == weapons[0].type) { //增加该类型武器的数量 Weapon w = GetEmptyWeaponSlot(); //找到一个空白武器位置 if (w != null) { //将其赋值给pu.type w.SetType(pu.type); } } else { //如果武器类型不一样 ClearWeapons(); weapons[0].SetType(pu.type); } break; } pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp> (); Main.S.SetOldWeapon(pu); Debug.Log(pu.type); switch (pu.type) { case WeaponType.shield: shieldLevel++; break; case WeaponType.nuke: //power up : nuke int BombCount = Main.S.getBombCount(); BombCount += 1; //accumulate bombs count Main.S.setBombCountText(BombCount); SwitchWeapons(Main.S.GetOldWeapon()); break; case WeaponType.undamaged: //power up : undamaged energy.changeHP(1); //accumulate energy bar if (energy.currentHP == 3) { setBottomText("You're Invincible!"); harm = false; startHarmCount = true; energy.currentHP = 0; } break; default: if (pu.type == weapons [0].type) // if it's the same weapon type { Weapon w = GetEmptyWeaponSlot(); if (w != null) { w.SetType(pu.type); } } else //different weapon type, switch to same level { SwitchWeapons(pu.type); } break; } // end switch pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); weapon.Type = pu.type; currentWeaponDef = GameManager.GetWeaponDefinition(weapon.Type); powerupLife = currentWeaponDef.powerUpLife; powerupStart = Time.time; if (!powerupOn) { GameManager.powerUpIcon.enabled = !GameManager.powerUpIcon.enabled; } GameManager.powerUpIcon.sprite = currentWeaponDef.powerupSprite; powerupOn = true; pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); switch (pu.type) { case WeaponType.shield: // If it's the shield shieldLevel++; break; case WeaponType.fireRate: Main.S.weaponDefinitions [0].delayBetweenShots = 0.1f; Main.S.weaponDefinitions [1].delayBetweenShots = 0.2f; fireRateReset = 8; fireRateOn = 1; break; case WeaponType.speed: speed = 40; speedReset = 8; speedOn = 1; break; default: // If it's any Weapon PowerUp // Check the current weapon type if (pu.type == weapons[0].type) { // then increase the number of weapons of this type Weapon w = GetEmptyWeaponSlot(); // Find an available weapon if (w != null) { // Set it to pu.type w.SetType(pu.type); } } else { // If this is a different weapon ClearWeapons(); weapons[0].SetType(pu.type); } break; } pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); switch (pu.type) { case PowerUpItemType.currency: Debug.Log("currency powerup absorbed. do something"); break; case PowerUpItemType.brickHitAoe: Debug.Log("AOE powerup absorbed. do something"); break; default: break; } pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); switch (pu.type) { case WeaponType.shield: A.shieldLevel++; break; default: if (pu.type == weapons[0].type) { Weapon w = GetEmptyWeaponSlot(); Weapon wf = GetEmptyWeaponSlotF(); if (w != null) { w.SetType(pu.type); wf.SetType(pu.type); weaponCounter++; if (isFocusMode == true) { weapons[weaponCounter].SetActive(false); } if (isFocusMode == false) { weaponsF[weaponCounter].SetActive(false); } } } else { ClearWeapons(); weapons[0].SetType(pu.type); weaponCounter = 0; } break; } pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); //creates power up object and retrieves components switch (pu.type) //switch statement depending on type of powerup absorbed { case PowerUpType.speed: // if speed, set timer to zero and speed to 70 speed = 70f; _timer = 0; fast.gameObject.SetActive(true); //display speed icon break; case PowerUpType.invincible: //if invincible, turn it on and set timer to zero _invincible = false; _timer = 0; star.gameObject.SetActive(true); //display star icon break; } pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); switch (pu.type) { case WeaponType.shield: shieldLevel++; break; default: // if(pu.type == weapons[0].type) // { // Weapon w = GetEmptyWeaponSlot(); // if(w != null) // { // w.SetType(pu.type); // } // } // else // { // ClearWeapons(); // weapons[0].SetType(pu.type); // } for (int i = 0; i < 5; i++) { if (!weaponStates[pu.type][i]) { weaponStates[pu.type][i] = true; if (pu.type == weaponTypes[activeWeapon]) { SetWeapons(pu.type); } break; } } break; } pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); switch(pu.type) { case WeaponType.shield : shieldLevel++; break; default : if(pu.type == weapons[0].type) // If its the same type then dont do anythinnn { Weapon w = GetEmptyWeaponSlot(); if(w != null) { // Set it to pu.type w.SetType(pu.type); } } else // If this is a different weapon type then change it { ClearWeapons(); weapons[0].SetType(pu.type); } break; } pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); switch (pu.type) { case WeaponType.shield: shieldLevel++; break; default: if (pu.type == weapons[0].type) { Weapon w = GetEmptyWeaponSlot(); if (w != null) { // Set it to pu.type w.SetType(pu.type); } } else { //If this is a different weapon type if (weapons[0].type == WeaponType.laser) { foreach (GameObject laserObj in GameObject.FindGameObjectsWithTag("ProjectileHero")) { Destroy(laserObj); } } ClearWeapons(); weapons[0].SetType(pu.type); } break; } pu.AbsorbedBy(gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp powerUp = go.GetComponent <PowerUp>(); switch (powerUp.type) { case WeaponType.shield: // if the item is a shield, just attempt to increase the shield. shieldLevel++; break; default: // else, change weapons if neeed be if (powerUp.type != _weapon.type) { _weapon.SetType(powerUp.type); } // regardless of what powerup was picked up, reset the duration element so that a fresh start occurs. _TurnPowerUpOff = true; _weaponDuration = powerUp.duration; _weaponStartLife = Time.time; break; } //plays audio, then destorys gameobject. _audioSource.PlayOneShot(pickedUpSound); powerUp.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject go) { PowerUp pu = go.GetComponent <PowerUp>(); switch (pu.type) { case WeaponType.BonusLife: ExtraLifeManager.ELM.addExtraLife(); // activate corresponding function of singleton Extra Life Manager ++extraLives; // increment extra lives count Debug.Log("BonusLife PowerUp collected"); break; case WeaponType.Invincible: CooldownManager.CM.activateCooldown(pu.type); // activate corresponding function of singleton Cooldown Manager, passing powerup type Debug.Log("Invincible PowerUp Collected"); break; case WeaponType.Blaster: CooldownManager.CM.activateCooldown(pu.type); // activate corresponding function of singleton Cooldown Manager, passing powerup type Debug.Log("Blaster PowerUp Collected"); break; } pu.AbsorbedBy(this.gameObject); }
public void AbsorbPowerUp(GameObject lastContact) { PowerUp pu = lastContact.GetComponent <PowerUp>(); switch (pu.type) { case PowerUp.PowerUpType.AddBomb: GetComponentInChildren <Shooting>().bombNum++; break; case PowerUp.PowerUpType.WhosYourDaddy: whosYourDaddy(); break; case PowerUp.PowerUpType.AutoShooting: autoFire(); break; case PowerUp.PowerUpType.SpeedUp: speedUp(); break; } pu.AbsorbedBy(this.gameObject); }