Abstracted Some Powerup Gamemanager Code

main
thoopchuk26 4 years ago
parent b5324f8a4d
commit 7ff311b216

@ -65,7 +65,7 @@ public class GameManager : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
doGliderButtonCheck(); doPowerupCheck();
if (SceneManager.GetActiveScene().name == "Spawn" || SceneManager.GetActiveScene().name == "EnemyTunnel" || SceneManager.GetActiveScene().name == "RouteToTower" || SceneManager.GetActiveScene().name == "Tower" || SceneManager.GetActiveScene().name == "PathToBoss" || SceneManager.GetActiveScene().name == "BossRoom" ){ if (SceneManager.GetActiveScene().name == "Spawn" || SceneManager.GetActiveScene().name == "EnemyTunnel" || SceneManager.GetActiveScene().name == "RouteToTower" || SceneManager.GetActiveScene().name == "Tower" || SceneManager.GetActiveScene().name == "PathToBoss" || SceneManager.GetActiveScene().name == "BossRoom" ){
sound.clip = music[0]; sound.clip = music[0];
} }
@ -111,7 +111,7 @@ public class GameManager : MonoBehaviour
spriteToFade.SetActive(false); spriteToFade.SetActive(false);
} }
private void doGliderButtonCheck() private void doPowerupCheck()
{ {
if (obtainedPowerups.Contains(Powerup.Glider)) if (obtainedPowerups.Contains(Powerup.Glider))
{ {
@ -131,29 +131,20 @@ public class GameManager : MonoBehaviour
} }
} }
} }
}
private void doHealthupCheck()
{
if (obtainedPowerups.Contains(Powerup.HealthUp)) if (obtainedPowerups.Contains(Powerup.HealthUp))
{ {
player.GetComponent<Health>().maxHealth = 150; player.GetComponent<Health>().maxHealth = 150;
} }
}
private void doDoubleJumpCheck()
{
if (obtainedPowerups.Contains(Powerup.DoubleJump)) if (obtainedPowerups.Contains(Powerup.DoubleJump))
{ {
player.GetComponent<movement>().maxJumps = 2; player.GetComponent<movement>().maxJumps = 2;
} }
}
private void doShrinkButtonCheck()
{
if (obtainedPowerups.Contains(Powerup.Shrink)) if (obtainedPowerups.Contains(Powerup.Shrink))
{ {
} }
} }

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