/// <summary> /// This player just killed another player /// </summary> /// <param name="connectedPlayer">The killed player</param> private void OnKill(ConnectedPlayer connectedPlayer) { // The points for the kill are storage (for potential multiKill) _comboScoreTemp += 100; // Multikill multiplier increased by 1 _comboScoreMultiplier += 1; }
/// <summary> /// Attaches the powerUp to the player that just collected it. /// </summary> /// <param name="player">The player that collected the powerup</param> public void CollectedByPlayer(ConnectedPlayer player) { this.AttachedPlayer = player; State = PowerUpState.ATTACHED; EnablePowerUpEffect(); }