Пример #1
0
    public void ApplyGem(GameBonusType bonusType)
    {
        DebugLogger.WriteInfo("Skelsp.ApplyGem bonusType = {0}", bonusType.ToString());
        switch (bonusType)
        {
        case GameBonusType.UpgradeGun: {
            _gun.Upgrade();
        }
        break;

        case GameBonusType.ChildrenShield: {
        } break;

        case GameBonusType.Time: {
            (GameManager.Instance.GetGameLevel() as GameLevel).SleepEnemies((GameManager.Instance.GetGameLevel() as
                                                                             GameLevel).PlayerUpgrade.SleepTime);
        }
        break;

        case GameBonusType.Speed: {
            StartCoroutine(__MultiSpeed(2.0f, (GameManager.Instance.GetGameLevel() as GameLevel).PlayerUpgrade.SpeedTime));
        }
        break;

        case GameBonusType.Shield: {
            StartCoroutine(__GetShield((GameManager.Instance.GetGameLevel() as GameLevel).PlayerUpgrade.ShieldTime));
        }
        break;

        case GameBonusType.Bullet: {
            _gun.AddBullet();
        }
        break;

        case GameBonusType.Live: {
            Health += (GameManager.Instance.GetGameLevel() as GameLevel).PlayerUpgrade.Health;
        }
        break;
        }
    }
Пример #2
0
    public void ApplyGem(GameBonusType bonusType)
    {
        DebugLogger.WriteInfo("Monster.ApplyGem bonusType = {0}", bonusType.ToString());
        switch (bonusType)
        {
        case GameBonusType.UpgradeGun: {
            //_gun.Upgrade();
        } break;

        case GameBonusType.ChildrenShield: {
        } break;

        case GameBonusType.Time: {
            __SleepGameObject(GameManager.Instance.GetPlayer(),
                              (GameManager.Instance.GetGameLevel() as GameLevel).EnemyUpgrade.SleepTime);
        }
        break;

        case GameBonusType.Speed: {
            StartCoroutine(__MultiSpeed(2.0f,
                                        (GameManager.Instance.GetGameLevel() as GameLevel).EnemyUpgrade.SpeedTime));
        }
        break;

        case GameBonusType.Shield: {
            StartCoroutine(__SetShield((GameManager.Instance.GetGameLevel() as
                                        GameLevel).EnemyUpgrade.ShieldTime));
        }
        break;

        case GameBonusType.Bullet: {
            //_gun.AddBullet();
        } break;

        case GameBonusType.Live: {
            Health += Health * (GameManager.Instance.GetGameLevel() as GameLevel).EnemyUpgrade.Health / 100.0f;
        }
        break;
        }
    }