Creating Modular PowerUp Systems

<p>I love games with PowerUps! Let&rsquo;s take a look at a way to create a modular PowerUp system in Unity.</p> <p>In our example game we&rsquo;ve created a PowerUp script to handle the behavior for a TripleShot PowerUp. The PowerUp has a chance to drop after an enemy is destroyed, it moseys along in space for 3 seconds before disappearing, and if the player picks up the PowerUp, it gets activated:</p> <p><img alt="" src="https://miro.medium.com/v2/resize:fit:770/1*GGsZ5zp02hDaRW_8OyedSw.gif" style="height:378px; width:700px" /></p> <p>If the PowerUp moseys off screen, then it also disappears.</p> <p>Now I heard that variety is the spice of life, so we gotta have more PowerUps! But what if a game has 100 different PowerUps?</p> <p>Since the only specific behavior of any PowerUp in this game is to activate the specific PowerUp, and because I&rsquo;m too lazy to create different scripts for different PowerUps, let&rsquo;s get modular, man.</p> <p>We&rsquo;re going to attach the same PowerUp script to each PowerUp, but we&rsquo;re going to distinguish the different PowerUps by creating a PowerUp Id variable:</p> <p><a href="https://medium.com/@stonger44/creating-modular-powerup-systems-37f226137402"><strong>Visit Now</strong></a></p> <p>&nbsp;</p>