/// <summary> /// /// </summary> /// <param name="lootableDescriptor"></param> public override void Initialize(LootableDescriptor lootableDescriptor) { base.Initialize(lootableDescriptor); _weaponDescriptor = lootableDescriptor as WeaponDescriptor; GetComponent <SpriteRenderer>().material.SetColor("_AltDesiredColor", new Color(0.149f, 0.973f, 1.000f)); }
/// <summary> /// /// </summary> /// <param name="powerUp"></param> public virtual void Initialize(LootableDescriptor lootableDescriptor) { isPickable = false; var spriteRenderer = GetComponent <SpriteRenderer>(); spriteRenderer.sprite = lootableDescriptor.icon; }
/// <summary> /// /// </summary> /// <param name="lootDescriptor"></param> public override void Initialize(LootableDescriptor lootableDescriptor) { base.Initialize(lootableDescriptor); _powerUpDescriptor = lootableDescriptor as PowerUpDescriptor; }
/// <summary> /// /// </summary> /// <param name="lootableToSpawn"></param> public void Spawn(LootableDescriptor lootableToSpawn) { _lootableToSpawn = lootableToSpawn; state = State.TurningOn; }