void Update() { powerupTimer += Time.deltaTime; //if out of powerupDuration, then turn off powerup and display the powerup oncsreen again if (powerupTimer >= powerupDuration) { //take away the speed boost if (speedIsIncreased) { speedIsIncreased = false; player.SetSpeed(-speedIncrease); this.collider.enabled = true; this.renderer.enabled = true; } } }
void onPickup(ControllablePlayer player) { switch (powerType) { case Effect.SPEED: player.SetSpeed(speedIncrease); powerupTimer = 0f; speedIsIncreased = true; break; default: print("that powerup is unavailable"); break; } //star //immunity for 10 seconds //if there is a talent system this can either //increase to 20 seconds or //have 90 seconds of projectile protection or // more common drop timer (something to affect type of drops given //shield //absorbs a certain amount of damage //similair to star can be better or worse //wind, blows away enemies //magnet, pulls power ups 3 blocks away towards frogger //Hearts finish the level, collecting different types //froggers share heart pieces //are heart pieces randomly generated or not? //if heart pieces have fixed locations do the types of heart pieces at different locations change? }