void OnTriggerEnter2D(Collider2D col) { if (col.gameObject.tag == "Player") { PlayerData.addScore(250); switch (pUpType) { case PUTypes.SPEED_INC: ProjectileManager2D.actFireRate(); GetComponent <SpriteRenderer>().enabled = false; GetComponent <CircleCollider2D>().enabled = false; GetComponent <BoxCollider2D>().enabled = false; GetComponent <ParticleSystem>().enableEmission = false; speeding = true; timeToStop = Time.time + (blinkTime * 2); //Add extra speed break; case PUTypes.ONE_UP: PlayerData.lives++; Destroy(gameObject); //Add extra life break; case PUTypes.TRIPLE_SHOOT: ProjectileManager2D.actTripleShoot(); GetComponent <SpriteRenderer>().enabled = false; GetComponent <CircleCollider2D>().enabled = false; GetComponent <BoxCollider2D>().enabled = false; GetComponent <ParticleSystem>().enableEmission = false; tripling = true; timeToStop = Time.time + (blinkTime * 2); //Set as Shotgun in Gund break; case PUTypes.FOLLOW: Projectile2D.followOn(); GetComponent <SpriteRenderer>().enabled = false; GetComponent <CircleCollider2D>().enabled = false; GetComponent <BoxCollider2D>().enabled = false; GetComponent <ParticleSystem>().enableEmission = false; following = true; timeToStop = Time.time + blinkTime; //Set to Follow break; default: break; } } }
// Update is called once per frame void Update() { if (following == true) { if (Time.time >= timeToFollow) { timeToFollow = Time.time + blinkSpeed; } if (Time.time >= timeToStop) { Projectile2D.followOff(); following = false; Destroy(gameObject); } } if (tripling == true) { if (Time.time >= timeToFollow) { timeToFollow = Time.time + blinkSpeed; } if (Time.time >= timeToStop) { ProjectileManager2D.disTripleShoot(); tripling = false; Destroy(gameObject); } } if (speeding == true) { if (Time.time >= timeToFollow) { timeToFollow = Time.time + blinkSpeed; } if (Time.time >= timeToStop) { ProjectileManager2D.disFireRate(); speeding = false; Destroy(gameObject); } } }