private void Downgrade() { var previousType = m_behaviour.Type; switch (previousType) { case WeaponType.Bomb: m_behaviour = WeaponFactory.GetCurrentWeapon(WeaponType.Laser); break; case WeaponType.Cross: m_behaviour = WeaponFactory.GetCurrentWeapon(WeaponType.Bomb); break; default: break; } TryUpdateWeapon(previousType); }
public void Upgrade() { SoundManager.PlaySoundEffect("PowerUpCollected"); var previousType = m_behaviour.Type; switch (previousType) { case WeaponType.Laser: m_behaviour = WeaponFactory.GetCurrentWeapon(WeaponType.Bomb); break; case WeaponType.Bomb: m_behaviour = WeaponFactory.GetCurrentWeapon(WeaponType.Cross); break; default: break; } TryUpdateWeapon(previousType); }
void Start() { m_behaviour = WeaponFactory.GetCurrentWeapon(WeaponType.Laser); m_downgradeTime = Time.time; }