public void OnMouseUpAsButton() { if (!isActive && GameManager.i.state == GameManager.State.Menu) { GameManager.i.NewPlayerAvailable(this); //pick a random enum val from Colors var values = Enum.GetValues(typeof(C.Colors)); int rand = UnityEngine.Random.Range(0,3); //Don't blame me, blame Unity switch (rand) { case 0: { buttonColor = C.Colors.Blue; break; } case 1: { buttonColor = C.Colors.Green; break; } case 2: { buttonColor = C.Colors.Red; break; } case 3: { buttonColor = C.Colors.White; break; } case 4: { buttonColor = C.Colors.Yellow; break; } } //Debug.Log("random: "+ rand+" color: "+ buttonColor); EnableButton(); } if (isActive && GameManager.i.state == GameManager.State.Game) { if(runner != null) runner.RunnerAction(); } }
private void SyncRunnerColor( RunnerController rc ) { if (runner != null && runner == rc) { buttonColor = rc.CurrentColor; EnabledSprite.color = C.GetRealColor(buttonColor); } }
void OnTriggerEnter2D(Collider2D collider) { //Debug.Log("Before collision Color is : " + currColor.ToString()); currColor = collider.gameObject.GetComponent<GemController>().MyColor; EventManager.RaiseRunnerChangedColor(this); //Debug.Log("After collision Color is : " + currColor.ToString()); }