public static void buffPlayer(ref GameStateData gs, PlayerData player, ItemsData item, int i) { if (item.active == true) { switch (item.type) { case 0: player.PlayerLifeStock += 1; //Debug.Log("buff life"); break; case 1: player.PlayerSpeed += 0.1f; //Debug.Log("buff speed"); break; case 2: //player.weapon = WeaponList.paint_weapon; //Debug.Log("buff weapon"); break; } item.active = false; gs.items[i] = item; gs.players[0] = player; } }
private static void InitItems(ref GameStateData gs) { for (int i = 0; i < MAX_ITEMS; i++) { var item = new ItemsData { position = new Vector3(NoObjectInObstacle(ref gs, true), NoObjectInObstacle(ref gs, false)), rotation = new Vector3(0, 0, 0), //rotationSpeed = 10, rotationSpeedVector = new Vector3(0, 5, 0), radius = 0.5f, active = true }; gs.items.Add(item); //Debug.Log(item.position); } }