public void changeType(WeaponController.EnergyTypes newEng) { energyType = newEng; TrailRenderer trailRenderer = GetComponent <TrailRenderer>(); SpriteRenderer spriteRenderer = GetComponent <SpriteRenderer>(); switch (energyType) { case WeaponController.EnergyTypes.Fire: trailRenderer.material.color = new Color(.85f, .185f, .194f); spriteRenderer.color = new Color(.85f, .185f, .194f); break; case WeaponController.EnergyTypes.Electric: trailRenderer.material.color = new Color(1f, 0.84f, 0.07f); spriteRenderer.color = new Color(1f, 0.84f, 0.07f); break; case WeaponController.EnergyTypes.Freeze: trailRenderer.material.color = new Color(0f, 0.8f, 1f); spriteRenderer.color = new Color(0f, 0.8f, 1f); break; case WeaponController.EnergyTypes.Kinetic: trailRenderer.material.color = new Color(0.39f, 1f, 0.51f); spriteRenderer.color = new Color(0.39f, 1f, 0.51f); break; default: break; } }
public void TakeDamage(int initalDamage, WeaponController.EnergyTypes type) { if (weakness == type) { health -= initalDamage * weaknessMultiplier; } else { health -= initalDamage; } switch (type) { case WeaponController.EnergyTypes.Electric: electricEffectEm.enabled = true; DamangeElectric(); break; case WeaponController.EnergyTypes.Fire: firePerTick = (int)(initalDamage * fireMultiplier); InvokeRepeating("FireTick", 1f, 1f); fireEffectEm.enabled = true; StartCoroutine(DamangeFire()); break; case WeaponController.EnergyTypes.Freeze: print("Freeze sucker"); freezeEffectEm.enabled = true; StartCoroutine(DamangeFreeze()); break; case WeaponController.EnergyTypes.Kinetic: DamangeKinetic(initalDamage); break; case WeaponController.EnergyTypes.Explosion: // Explosion effect? break; } }