示例#1
0
    // Use this for initialization
    void Awake()
    {
        activePW = 0;
        pw = Game.Powerups.None;
        spriteManager = powerupManager.GetComponent<LinkedSpriteManager>();
        spawned = true;
        canTriggerSpawn = false;
        canSpawn = false;
        if(Game.GameMode == Game.Mode.Tutorial)
            totalTimer = respawnTime/2f;
        else totalTimer = respawnTime;

        // Calculate sprite atlas coordinates and add sprite for
        CalculateSprite(SpriteAtlas, "Atom");
        spriteManager.AddSprite(powerups[0], UVWidth, UVHeight, left, bottom, width, height, false);
        CalculateSprite (SpriteAtlas, "Circles");
        spriteManager.AddSprite(powerups[1], UVWidth, UVHeight, left, bottom, width, height, false);
        CalculateSprite (SpriteAtlas, "Shield");
        spriteManager.AddSprite(powerups[2], UVWidth, UVHeight, left, bottom, width, height, false);

        //Initialize the powerup-sprite to be off the screen
        moveSprite(away, powerups[0]);
        moveSprite(away, powerups[1]);
        moveSprite(away, powerups[2]);
        // Set audio volume
        gameObject.audio.volume = Game.EffectsVolume;

        origPowerupScales[0] = powerups[0].transform.localScale;
        origPowerupScales[1] = powerups[1].transform.localScale;
        origPowerupScales[2] = powerups[2].transform.localScale;
    }
示例#2
0
 public void triggerMassivePulse()
 {
     Game.PowerupActive = Game.Powerups.MassivePulse;
     Instantiate(superPulsePrefab, Vector3.zero, superPulsePrefab.transform.localRotation);
     superPulseCount = 0;
     playerpowerup = Game.Powerups.None;
 }
示例#3
0
 public void changePowerup()
 {
     if (hasPowerup) powerupDisplay.GetComponent<CenterPowerupDisplay>().hideSprite();
         hasPowerup = true;
         takenPowerup = true;
         playerpowerup = powerupPrefab.GetComponent<PowerupScript>().Powerup();
         if (hasPowerup && playerpowerup != Game.Powerups.None)
             powerupDisplay.GetComponent<CenterPowerupDisplay>().changeSprite(playerpowerup);
 }
示例#4
0
 public void activatePowerup()
 {
     Game.PowerupActive = playerpowerup;
     powerupDisplay.GetComponent<CenterPowerupDisplay>().hideSprite();
     hasPowerup = false;
     if (playerpowerup == Game.Powerups.MassivePulse) {
         Instantiate(superPulsePrefab, Vector3.zero, superPulsePrefab.transform.localRotation);
         superPulseCount = 0;
         playerpowerup = Game.Powerups.None;
     }
     pwTimer = 0;
 }
示例#5
0
 private GameObject setPowerup(int choice)
 {
     switch(choice) {
         case 0:
             pw = Game.Powerups.MassivePulse;
             activePW = 0;
             return powerups[0];
         case 1:
             pw = Game.Powerups.Invincible;
             activePW = 2;
             return powerups[2];
         case 2:
             pw = Game.Powerups.ChainReaction;
             activePW = 1;
             return powerups[1];
         default:
             pw = Game.Powerups.None;
             activePW = 0;
             return powerups[0];
     }
 }