//If AI fighter Can give any power then we call this function public void SpawnPowerUpAt(GameObject atObj, ePowerUpType powerUpType) { GameObject effectToLoad = null; switch (powerUpType) { case ePowerUpType.shield: effectToLoad = shieldPrefab; break; } if (effectToLoad) { GameObject newPower = Instantiate(effectToLoad); newPower.transform.position = atObj.transform.position; newPower.gameObject.SetActive(true); } }
private void SetupPowerUp(ePowerUpType _type) { PowerUpType = _type; WideSprite.SetActive(false); ThinSprite.SetActive(false); GunSprite.SetActive(false); ExtraLifeSprite.SetActive(false); switch (PowerUpType) { case ePowerUpType.Wide: WideSprite.SetActive(true); break; case ePowerUpType.Thin: ThinSprite.SetActive(true); break; case ePowerUpType.Gun: GunSprite.SetActive(true); break; case ePowerUpType.ExtraLife: ExtraLifeSprite.SetActive(true); break; } }
public static staticObject Create(Point pos, ePowerUpType powUpTyp) { throw new NotImplementedException(); }