// Use this for initialization void Start() { manager = GetComponent <PowerUpManager>(); // good powerups scoreMultiplier = holder.AddComponent <ScorePowerUp>(); killEnemies = holder.AddComponent <KillEnemiesPowerUp>(); quickfire = holder.AddComponent <QuickfirePowerUp>(); //bad powerups barrage = holder.AddComponent <BarragePowerUp>(); fastEnemies = holder.AddComponent <FastEnemiesPowerUp>(); moveTargets = holder.AddComponent <MoveTargetsPowerUp>(); // random powerups explode = holder.AddComponent <ExplodePowerUp>(); bounce = holder.AddComponent <BouncyPowerUp>(); bigObjects = holder.AddComponent <BigObjectsPowerUp>(); goodPowerUps = new PowerUp[3] { scoreMultiplier, killEnemies, quickfire }; badPowerUps = new PowerUp[3] { barrage, fastEnemies, moveTargets }; randomPowerUps = new PowerUp[3] { explode, bounce, bigObjects }; }
public void SpawnPickUp(PlayerInteractions playerInteractions) { float randomPosX = Random.Range(colliderPos.x - Boxcollider.size.x / 2, colliderPos.x + Boxcollider.size.x / 2); float randomPosY = Random.Range(colliderPos.y - Boxcollider.size.y / 2, colliderPos.y + Boxcollider.size.y / 2); GameObject SpawnItem = PickUpPrefabs[Random.Range(0, PickUpPrefabs.Length)]; GameObject instantiatedObject = Instantiate(SpawnItem, new Vector3(randomPosX, randomPosY), Quaternion.identity, GameObject.FindGameObjectWithTag("Canvas").transform); if (instantiatedObject.tag == "ScorePickup") { ScorePowerUp scorePowerUp = instantiatedObject.GetComponent <ScorePowerUp>(); scorePowerUp.playerInteractions = playerInteractions; scorePowerUp.SetUi(); } else if (instantiatedObject.tag == "TimePowerUp") { TimePoweUp timePoweUp = instantiatedObject.GetComponent <TimePoweUp>(); timePoweUp.playerInteractions = playerInteractions; timePoweUp.SetUi(); } }