// Use this for initialization void Awake() { activePW = 0; pw = Game.Powerups.None; spriteManager = powerupManager.GetComponent<LinkedSpriteManager>(); spawned = true; canTriggerSpawn = false; canSpawn = false; if(Game.GameMode == Game.Mode.Tutorial) totalTimer = respawnTime/2f; else totalTimer = respawnTime; // Calculate sprite atlas coordinates and add sprite for CalculateSprite(SpriteAtlas, "Atom"); spriteManager.AddSprite(powerups[0], UVWidth, UVHeight, left, bottom, width, height, false); CalculateSprite (SpriteAtlas, "Circles"); spriteManager.AddSprite(powerups[1], UVWidth, UVHeight, left, bottom, width, height, false); CalculateSprite (SpriteAtlas, "Shield"); spriteManager.AddSprite(powerups[2], UVWidth, UVHeight, left, bottom, width, height, false); //Initialize the powerup-sprite to be off the screen moveSprite(away, powerups[0]); moveSprite(away, powerups[1]); moveSprite(away, powerups[2]); // Set audio volume gameObject.audio.volume = Game.EffectsVolume; origPowerupScales[0] = powerups[0].transform.localScale; origPowerupScales[1] = powerups[1].transform.localScale; origPowerupScales[2] = powerups[2].transform.localScale; }
public void triggerMassivePulse() { Game.PowerupActive = Game.Powerups.MassivePulse; Instantiate(superPulsePrefab, Vector3.zero, superPulsePrefab.transform.localRotation); superPulseCount = 0; playerpowerup = Game.Powerups.None; }
public void changePowerup() { if (hasPowerup) powerupDisplay.GetComponent<CenterPowerupDisplay>().hideSprite(); hasPowerup = true; takenPowerup = true; playerpowerup = powerupPrefab.GetComponent<PowerupScript>().Powerup(); if (hasPowerup && playerpowerup != Game.Powerups.None) powerupDisplay.GetComponent<CenterPowerupDisplay>().changeSprite(playerpowerup); }
public void activatePowerup() { Game.PowerupActive = playerpowerup; powerupDisplay.GetComponent<CenterPowerupDisplay>().hideSprite(); hasPowerup = false; if (playerpowerup == Game.Powerups.MassivePulse) { Instantiate(superPulsePrefab, Vector3.zero, superPulsePrefab.transform.localRotation); superPulseCount = 0; playerpowerup = Game.Powerups.None; } pwTimer = 0; }
private GameObject setPowerup(int choice) { switch(choice) { case 0: pw = Game.Powerups.MassivePulse; activePW = 0; return powerups[0]; case 1: pw = Game.Powerups.Invincible; activePW = 2; return powerups[2]; case 2: pw = Game.Powerups.ChainReaction; activePW = 1; return powerups[1]; default: pw = Game.Powerups.None; activePW = 0; return powerups[0]; } }