Bonus
How do I use Bonus
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: Enemy.cs
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99 public void Die()
100 {
101 GameObject bonus = pools.GetPoolableObject("bonus");
102 if (bonus != null)
103 {
104 bonus.SetActive(true);
105 bonus.GetComponent
106 }
107 if (enemyType == 4)
108 uiForScore.Win();
109 else
110 uiForScore.IncreaseScore(20);
111
112 transform.gameObject.SetActive(false);
113 }
File name: Pools.cs
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26 void Start()
27 {
28 enemies_01 = CreateObjects(prefabEnemy_01, 1);
29 enemies_02 = CreateObjects(prefabEnemy_02, 6);
30 enemies_03 = CreateObjects(prefabEnemy_03, 4);
31 bonuses = CreateObjects(prefabBonus, 8);
32 bulletsPlayer = CreateObjects(prefabBulletPlayer, 10);
33 bulletsEnemy = CreateObjects(prefabBulletEnemy, 700);
34 }
File name: Pools.cs
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50 public GameObject GetPoolableObject(string objName)
51 {
52 GameObject returningObj = null;
53 GameObject[] allObjects = null;
54
55 switch (objName)
56 {
57 case "p_bullet": allObjects = bulletsPlayer; break;
58 case "e_bullet": allObjects = bulletsEnemy; break;
59 case "enemy_01": allObjects = enemies_01; break;
60 case "enemy_02": allObjects = enemies_02; break;
61 case "enemy_03": allObjects = enemies_03; break;
62 case "bonus": allObjects = bonuses; break;
63 }
64
65 for (int i = 0; i < allObjects.Length; i++)
66 {
67 if (!allObjects[i].activeInHierarchy)
68 {
69 returningObj = allObjects[i];
70 }
71 }
72
73 return returningObj;
74 }
File name: Bonus.cs
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18 void RandomizeBonus()
19 {
20 int r = random.Randomization_1(0, 10, 50, 80, 99);
21 thisBonus = (BonusesEnum)r;
22 rend.sharedMaterial = materials[r];
23 }
File name: Bonus.cs
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25 public void Activation(Vector3 revealPosition)
26 {
27 transform.position = revealPosition;
28 RandomizeBonus();
29 }
File name: Bonus.cs
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31 void OnTriggerExit(Collider col)
32 {
33 if (col.tag == "SpawnBorders")
34 {
35 BonusIsOff();
36 }
37 }
File name: PlayerControl.cs
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100 void OnTriggerEnter(Collider col)
101 {
102 if (col.tag == "Enemy" || col.tag == "Danger")
103 {
104 GetDamage();
105 }
106 if (col.tag == "Bonus")
107 {
108 sounds.PlaySoundsPlayer(3);
109 GetBonusEffect(col.GetComponent
110 ui.ShowLives(lifeCurrent);
111 col.gameObject.SetActive(false);
112 }
113 }
File name: PlayerControl.cs
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148 void GetBonusEffect(BonusesEnum currentBonus)
149 {
150 switch (currentBonus)
151 {
152 case (BonusesEnum.bonusMoney): IncreaseScoreByBonus(); break;
153 case (BonusesEnum.bonusBullet): IncreaseBulletsByBonus(); break;
154 case (BonusesEnum.bonusHealth): IncreaseCurrentLifeByBonus(); break;
155 case (BonusesEnum.bonusSpeed): IncreaseSpeedByBonus(); break;
156 }
157
158 }
File name: PlayerControl.cs
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160 public void IncreaseScoreByBonus(int score = 100)
161 {
162 ui.IncreaseScore(score);
163 }
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