void OnCollisionEnter(Collision c) { Solider s = c.gameObject.GetComponent <Solider>(); if (s != null) { switch (type) { case (PowerUpType.Damage): StartCoroutine(s.ApplyEffect(Solider.EffectType.Damage, EffectAmount, EffectDuration)); break; case (PowerUpType.Health): StartCoroutine(s.ApplyEffect(Solider.EffectType.Health, EffectAmount, EffectDuration)); break; case (PowerUpType.Speed): StartCoroutine(s.ApplyEffect(Solider.EffectType.Speed, EffectAmount, EffectDuration)); break; } } }
void OnCollisionEnter(Collision c) { Solider s = c.gameObject.GetComponent <Solider>(); if (s != null) { switch (type) { case (TrapType.Bear): s.ApplyDamage(EffectAmount); break; case (TrapType.Snare): StartCoroutine(s.ApplyEffect(Solider.EffectType.Speed, EffectAmount, Duration)); break; } } }