public void SpawnPowerUp(Vector3 position) { int randomPowerupType = Random.Range(0, 2); var powerUp = Instantiate(PowerUpPrefab, powerups); PowerUpGainType randomType = (randomPowerupType == 0) ? PowerUpGainType.Canons : PowerUpGainType.Speed; powerUp.GetComponent <PowerUp>().SetType(randomType); powerUp.transform.position = position; }
public void SetType(PowerUpGainType type) { PowerUpType = type; switch (PowerUpType) { case PowerUpGainType.Canons: transform.GetChild(0).GetComponent <SpriteRenderer>().color = Color.red; break; case PowerUpGainType.Speed: transform.GetChild(0).GetComponent <SpriteRenderer>().color = Color.yellow; break; } //transform.GetChild(0).GetComponent<SpriteRenderer>().sprite = Skins[(int)PowerUpType]; }
private void PowerUpCollected(PowerUpGainType type) { switch (type) { case PowerUpGainType.Canons: int newWeapon = Mathf.Clamp(currentWeapon + 1, 0, transform.childCount); EnableWeapon(newWeapon); break; case PowerUpGainType.Speed: UpgradeShootSpeed(); break; } UiManager.Instance.RestartPowerUp(PowerUpDuration); }