void OnPowerupCollect(PowerupCollectedEvent e) { int level = G.Sys.dataMaster.PowerupLevel(e.type); switch (e.type) { case PowerupType.MAGNET: _times[(int)e.type] = magnetTimes[level - 1]; break; case PowerupType.FALL: _times[(int)e.type] = fallTimes[level - 1]; break; case PowerupType.SHIELD: _times[(int)e.type] = shieldTimes[level - 1]; break; case PowerupType.MULTIPLIER: _times[(int)e.type] = multiplierTimes[level - 1]; break; case PowerupType.DOUBLE_JUMP: default: _times[(int)e.type] = doubleJumpTimes[level - 1]; break; } }
void GotPowerUp(PowerupCollectedEvent e) { _runPowerUp++; G.Sys.dataMaster.GlobalPowerUp++; Event <ProgressAchievementEvent> .Broadcast(new ProgressAchievementEvent(AchievementBigType.OneRun, AchievementSpecificType.PowerUpCount, _runPowerUp, false)); Event <ProgressAchievementEvent> .Broadcast(new ProgressAchievementEvent(AchievementBigType.Global, AchievementSpecificType.PowerUpCount, G.Sys.dataMaster.GlobalPowerUp, false)); }
void OnPowerupStart(PowerupCollectedEvent e) { _powerupEffects.SetInteger("whichPowerUp", (int)e.type); _powerupEffects.SetBool("powerUpActive", true); }