Class PowerUpItem
All powerups that are dropped in the levels use this script. It is used to receive collision from the player and activate the insertion of the powerup identified by the EPowerUp enum.
Implements
Inherited Members
MonoBehaviour.IsInvoking()
MonoBehaviour.CancelInvoke()
MonoBehaviour.StopCoroutine(Coroutine)
MonoBehaviour.StopAllCoroutines()
MonoBehaviour.useGUILayout
MonoBehaviour.runInEditMode
Behaviour.enabled
Behaviour.isActiveAndEnabled
Component.GetComponent<T>()
Component.TryGetComponent<T>(out T)
Component.GetComponentInChildren<T>()
Component.GetComponentsInChildren<T>()
Component.GetComponentInParent<T>()
Component.GetComponentsInParent<T>()
Component.GetComponents<T>()
Component.transform
Component.gameObject
Component.tag
Object.GetInstanceID()
Object.GetHashCode()
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion, Transform)
Object.Instantiate(Object)
Object.Instantiate(Object, Transform)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.ToString()
Object.name
Object.hideFlags
Namespace: BomberDogs.Level
Assembly: Assembly-CSharp.dll
Syntax
public class PowerUpItem : MonoBehaviour, IDamageTaker
Fields
| Edit this page View SourceDestroyingEffectPrefab
GameObject for destroying effect
Declaration
public GameObject DestroyingEffectPrefab
Field Value
| Type | Description |
|---|---|
| GameObject |
Immunity
Immunity time that prevents the object from being destroyed immediately during its instantiation and immediately after.
Declaration
[Tooltip("Immunity time that prevents the object from being destroyed immediately during its instantiation and immediately after.")]
public float Immunity
Field Value
| Type | Description |
|---|---|
| float |
ScorePoints
Points to add to score
Declaration
public int ScorePoints
Field Value
| Type | Description |
|---|---|
| int |
SnapPosition
Ensures that the object is always instantiated in the center of the square meters
Declaration
[Tooltip("Ensures that the object is always instantiated in the center of the square meters. Recommended")]
public bool SnapPosition
Field Value
| Type | Description |
|---|---|
| bool |
Type
Enumerator that game scripts use to know how to behave with each powerup.
Declaration
[Tooltip("Enumerator that game scripts use to know how to behave with each powerup.")]
public EPowerUp Type
Field Value
| Type | Description |
|---|---|
| EPowerUp |
Methods
| Edit this page View SourceTakeDamage(DamageEmissionDto)
Takes damage and is destroyed.
Declaration
public DamageResponseDto TakeDamage(DamageEmissionDto emission)
Parameters
| Type | Name | Description |
|---|---|---|
| DamageEmissionDto | emission | emission infos |
Returns
| Type | Description |
|---|---|
| DamageResponseDto |