private void ShowPowerUpInfo() { powerUpImage.SetActive(true); powerUpImage.GetComponent <SpriteRenderer>().sprite = currentPowerUp.GetComponent <SpriteRenderer>().sprite; if (PowerUpTimer > -1) { powerUpInfoText.gameObject.SetActive(true); powerUpInfoText.text = PowerUpTimer.ToString(); } }
private const float radiusSpace = 0.15f; // distance between every next timer public void AddTimer(float duration) { PowerUpTimer timer = Instantiate(powerUpTimerPrefab, transform).GetComponent <PowerUpTimer>(); timer.duration = duration; timer.radius = head.Radius + powerUpTimers.Count * radiusSpace + 0.05f; timer.controler = this; powerUpTimers.Add(timer); UpdatePositions(); }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(this); } gameObject.SetActive(false); }
// Update is called once per frame void Update() { if (PowerUpTimer > -1) { timer -= Time.deltaTime; powerUpInfoText.text = PowerUpTimer.ToString(); } else { PowerUpTimer = -1; } if (PowerUpTimer < 0) { powerUpInfoText.gameObject.SetActive(false); powerUpImage.SetActive(false); } }
public RaceSubScene() : base(Definitions.IsWideScreen ? Wide_Buffer_Width : Standard_Buffer_Width, Buffer_Height) { StatusDisplay = new RaceDataDisplay(); Communicator = null; _countdownPopup = new CountdownPopup(); _powerUpButton = new PowerUpButton(); _playerEventPopup.AnimationCompletionHandler = HandlePlayerEventAnimationComplete; _powerUpDisplayTimer = new PowerUpTimer(); _powerUpDisplayTimer.TickCallback = _timerController.RegisterUpdateCallback; _powerUpHelper = new PowerUpHelper(); _blackout = new Blackout(); _blackout.TickCallback = _timerController.RegisterUpdateCallback; _positionStatusPopup = new RaceInfoPopup(); _raceEventPopup = new RaceInfoPopup(); _exitTimer = new Timer("", HandleExitTimerActionComplete); GlobalTimerController.GlobalTimer.RegisterUpdateCallback(_exitTimer.Tick); }
public RaceGameplayScene() : base("race-gameplay") { StatusDisplay = new RaceDataDisplay(); _countdownPopup = new CountdownPopup(); _quitRaceButton = new QuitRaceButton(); _powerUpButton = new PowerUpButton(); _playerEventPopup.AnimationCompletionHandler = HandlePlayerEventAnimationComplete; _powerUpDisplayTimer = new PowerUpTimer(); _powerUpDisplayTimer.TickCallback = _timerController.RegisterUpdateCallback; _powerUpHelper = new PowerUpHelper(); _blackout = new Blackout(); _blackout.TickCallback = _timerController.RegisterUpdateCallback; _positionStatusPopup = new RaceInfoPopup(); _raceEventPopup = new RaceInfoPopup(); _waitingMessage = new WaitingMessage(); _exitTimer = new Timer("", HandleExitTimerActionComplete); GlobalTimerController.GlobalTimer.RegisterUpdateCallback(_exitTimer.Tick); _startSequenceTimer = new Timer("", HandleStartCountdownStep); GlobalTimerController.GlobalTimer.RegisterUpdateCallback(_startSequenceTimer.Tick); _quitTimer = new Timer("", HandleQuitTimerActionComplete); GlobalTimerController.GlobalTimer.RegisterUpdateCallback(_quitTimer.Tick); _quitRaceDialog = new QuitRaceDialog(); _quitRaceDialog.CancellationTimer = _quitTimer; _quitRaceDialog.InputSources.Add(_inputProcessor); _disconnectedDialog = new DisconnectedDialog(); _disconnectedDialog.SelectionCallback = HandleDisconnectAcknowledge; _disconnectedDialog.InputSources.Add(_inputProcessor); }
public void RemoveTimer(PowerUpTimer timer) { powerUpTimers.Remove(timer); Destroy(timer); UpdateRadius(); }
// Start is called before the first frame update void Start() { timer = FindObjectOfType <PowerUpTimer>(); //connect the object to the outside timer //whatami = Random.Range(0, 4); //Gives the object a random type of boost: health, speed, attack, or jump. type = 0; //for testing purposes right now, I'm only allowing it to be a health boost }
// Start is called before the first frame update void Start() { timer = FindObjectOfType <PowerUpTimer>(); //connect the object to the outside timer type = 0; }