start of powerup display

main
Matthew Kalahiki 4 years ago
parent 8b6f190692
commit 585ee44707

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art:
@ -3882,13 +3591,28 @@ MonoBehaviour:
16 x 53.5 inches
Windgate Museum of Art CollectionSteve '
Windgate Museum of Art Collection '
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powerupInfo:
- Once activated, the Glider Powerup allows you to glide through the air and travel
farther before landing.
- Once activated, the Box Stack Powerup allows you to move certain boxes to your
convinience, providing cover from enemies.
- Once activated, the Double Jump Powerup allows you to jump twice before landing.
- Once activated, the Shrink Powerup shrinks you so you can fit in small places.
Deactivate the powerup to return to normal size.
- Once activated, Who knows?
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@ -20,6 +20,7 @@ public class GameManager : MonoBehaviour
public GameObject dialogText;
public GameObject healthbar;
public GameObject startButton;
public GameObject galleryButton;
public GameObject title;
public GameObject panel;
@ -34,8 +35,10 @@ public class GameManager : MonoBehaviour
public GameObject hideGalleryButton;
private GameObject[] galleryArt;
private GameObject[] galleryDialog;
public Sprite[] powerupSprites;
[TextArea]
public string[] powerupInfo;
public GameObject powerUps;
public GameObject gliderPowerupButton;
@ -168,6 +171,7 @@ public class GameManager : MonoBehaviour
public void PlayButton()
{
startButton.SetActive(false);
galleryButton.SetActive(false);
title.SetActive(false);
panel.SetActive(false);
healthbar.SetActive(true);
@ -227,14 +231,29 @@ public class GameManager : MonoBehaviour
scrollStuff.GetComponent<RectTransform>().anchoredPosition = new Vector2(scrollStuff.GetComponent<RectTransform>().anchoredPosition.x, (-scrollStuff.GetComponent<RectTransform>().sizeDelta.y/2) + 150);
}
public void HideGallery()
public void CloseButton()
{
for (int i = 0; i < galleryArt.Length; i++) {
Destroy(galleryArt[i]);
Destroy(galleryDialog[i]);
scrollSpace.SetActive(false);
hideGalleryButton.SetActive(false);
if (scrollSpace.activeSelf) {
for (int i = 0; i < galleryArt.Length; i++) {
Destroy(galleryArt[i]);
Destroy(galleryDialog[i]);
scrollSpace.SetActive(false);
hideGalleryButton.SetActive(false);
}
}
artImage.SetActive(false);
dialogBox.SetActive(false);
}
public void PowerupReceived(int powerupIndex)
{
dialogBox.SetActive(true);
dialogText.GetComponent<TextMeshProUGUI>().text = "Congratulations! You received a new powerup! Click the powerup icon on the Powerup Pallet to activate the powerup. " + powerupInfo[powerupIndex];
artImage.SetActive(true);
artImage.GetComponent<Image>().sprite = powerupSprites[powerupIndex];
hideGalleryButton.SetActive(true);
/* artImage.GetComponent<Image>().SetNativeSize();
artImage.GetComponent<RectTransform>().anchoredPosition = new Vector2(-artImage.GetComponent<Image>().sprite.rect.width / 2, 0);*/
}
public GameObject GetEnemyHealthBar()
{

@ -20,6 +20,7 @@ public class GliderPowerupPickup : MonoBehaviour
{
Debug.Log("Glider Powerup Obtained");
GameManager.Instance.enablePowerup(0);
GameManager.Instance.PowerupReceived(0);
Destroy(gameObject);
}
}

@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PowerupPickup : MonoBehaviour
{
public int index;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnTriggerEnter2D(Collider2D collision)
{
GameManager.Instance.enablePowerup(index);
GameManager.Instance.PowerupReceived(index);
Destroy(gameObject);
}
}

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