// Collect items and increase score private void OnTriggerEnter2D(Collider2D hit) { // Ignore hits by non-players if (!hit.CompareTag("Player")) { return; } Destroy(gameObject); // If this collectible is of default type, add a bubble if (defaultCollectible) { _eventHandler.AddPoints(1); } else { _eventHandler.AddPoints(5); } }
public void DeleteUpgrade() { // Delete item string latestUpgradeId = InstalledUpgrades[InstalledUpgrades.Count - 1]; ShipUpgrade latestUpgradedItem = UpgradeData.Find(item => item.UpgradeId == latestUpgradeId); // Find the item that is one tier worse than what the player has string[] splittedString = latestUpgradeId.Split('_'); string modifier = splittedString[0]; int downgradeToItemId = Int32.Parse(splittedString[1]) - 1; // Replace the item with the one that is one tier worse switch (modifier) { case "weapon": UpdateWeapon(downgradeToItemId); break; case "projectile": UpdateProjectile(downgradeToItemId); break; case "ship": UpdateShip(downgradeToItemId); break; case "defense": UpdateDefense(downgradeToItemId); break; } // Refund item _gameEventHandler.AddPoints(latestUpgradedItem.Cost); // Remove it from installed upgrades InstalledUpgrades.RemoveAt(InstalledUpgrades.Count - 1); }