private void OnTriggerExit(Collider col) { var rottenFood = col.gameObject.GetComponent <RottenFood>(); if (rottenFood != null) { _rottenFood = null; } }
private void CreatePower <T>() { BasePower newPower; if (typeof(T) == typeof(Food)) { newPower = new Food(this); } else if (typeof(T) == typeof(Laxative)) { newPower = new Laxative(this); } else if (typeof(T) == typeof(SpeedUp)) { newPower = new SpeedUp(this); } else if (typeof(T) == typeof(DoublePoints)) { newPower = new DoublePoints(this); } else if (typeof(T) == typeof(BeakOfSteel)) { newPower = new BeakOfSteel(this); } else if (typeof(T) == typeof(Constipation)) { newPower = new Constipation(this); } else if (typeof(T) == typeof(RottenFood)) { newPower = new RottenFood(this); } else { newPower = new Food(this); } _powerUpLayer.AddChild(newPower); newPower.SetXY(Utils.Random(100, MyGame.OldX() - 100), Utils.Random(newPower.height / 2, MyGame.OldY() - newPower.height / 2) - game.height * 2); }