// Remove the powerup from our counter and reset it's effects private void EndPowerup(Powerup.Type type) { // Disable particle effects particleController.SetEffectActive(type, false); // Remove gameplay effects PowerupEndtimes.Remove(type); switch (type) { case Type.BOOST: playerMovement.setBoostCooldown(stats.DEFAULT_COOLDOWN); break; case Type.POWER: playerMovement.setBoostPower(stats.DEFAULT_BOOST_POWER); break; case Type.STICKY: playerMovement.SetRotationSpeed(stats.DEFAULT_ROTATION_SPEED); break; case Type.BANANA: playerMovement.SetRotationSpeed(stats.DEFAULT_ROTATION_SPEED); playerMovement.GetComponent <Rigidbody> ().angularDrag = 10; break; case Type.SHIELD: break; } }
private float FlashTimeForPowerup(Powerup.Type type) { // this method kinda sucks. Ideally it's a fixed time apart from a few special cases where they are short durations? switch (type) { case Type.STICKY: return(stats.STICKY_DURATION / 4); case Type.BOOST: return(stats.BOOST_DURATION / 2); case Type.POWER: return(stats.BOOST_DURATION / 4); case Type.BANANA: return(stats.BANANA_POWER / 2); case Type.SHIELD: return(stats.SHIELD_DURATION / 4f); default: return(0); } }
public float TimeForPowerup(Powerup.Type type) { return(PowerupEndtimes [type]); }