Here you can see one of the power ups.
So why did i implement these features? Well the health slider and the power ups are pretty self explanatory but the cooldown slider was something i implemented because when people where testing the game it seemed like they didn't really use the fire rate to it's fullest ability, but now with this slider it is much easier to estimate when you can shoot. I have had the walking sound on my sprint plan for a couple weeks now because I didn't know how to match the sound with the walking, but i wanted it in the game and the group wanted it.
When i started implementing the walking sound to the game I used an "ienumerator" and a "waitforseconds" command but the problem was that the sound file started over before it was done, so the "waitforseconds" command did not work as intended for some reason. I ended up calling a normal function in the update of the script. the function simply plays the audio file within a if statement if the "isplaying" boolean is false. this was a very simple solution that took me more time to figure out than it should have mainly because I tried many different variations of this to get it to work, but i'm not very accustomed to c sharp and Unity API so i guess that is to be expected.
The power ups where a wider shoot (which only required a bigger hitbox) and a bullet that goes through all enemies which only meant that i had to give it another tag and make a if statement that says that it wont be destroyed on collision.