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Added basic powerup logic
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Michael-hsiu committed Mar 22, 2017
1 parent 39107cf commit 24db994
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1 change: 1 addition & 0 deletions Assembly-CSharp.csproj
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<Compile Include="Assets\Scripts\Interfaces\IMovement.cs" />
<Compile Include="Assets\Scripts\Powerups\Powerup.cs" />
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9 changes: 9 additions & 0 deletions Assets/Scripts/Powerups.meta

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59 changes: 59 additions & 0 deletions Assets/Scripts/Powerups/Powerup.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

// API inspired by: https://github.com/antfarmar/Unity-3D-Asteroids/blob/master/Assets/Asteroids/Scripts/Powerups/Powerup.cs
public class Powerup : MonoBehaviour {

private float powerDuration = 10f;
private bool isVisible;
private string id = "";

void Spawn() {
transform.position = Vector3.zero; // Temp fixed location
SetVisibility (true);
}

void Despawn() {
SetVisibility (false);
}

void ActivatePower() {
CancelInvoke ("DeactivatePower"); // Enables powerup duration extension
Invoke ("DeactivatePower", powerDuration); // Reset to state before powerup obtained
}

void DeactivatePower() {
Debug.Log ("POWERUP DEACTIVATED: " + id);
}

void ShowInScene() {
Spawn();
SetVisibility(true);
}

void HideInScene() {
Despawn();
SetVisibility(false);
}

void SetVisibility(bool isVisible) {
this.isVisible = isVisible;
gameObject.GetComponent<Renderer>().enabled = this.isVisible;
gameObject.GetComponent<Collider>().enabled = this.isVisible;
}

void OnTriggerEnter(Collider other) {

if (other.gameObject.CompareTag (Constants.PlayerTag)) {
ActivatePower ();
HideInScene ();
Debug.Log ("PICKED UP POWERUP: " + this.id); // Print message to console
}
}

void Start () {
HideInScene ();
}


12 changes: 12 additions & 0 deletions Assets/Scripts/Powerups/Powerup.cs.meta

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