Beispiel #1
0
    private void equipNextTurretSet()
    {
        if (indexRotationStandardTurretsSet < nbrStandardRotationTurretSets)
        {
            indexRotationStandardTurretsSet = nextIndexRotationStandardTurretsSet;
            PlayerStats.current.changeSet(indexRotationStandardTurretsSet, SetTypeActive.Standard);
            nextIndexRotationStandardTurretsSet++;
        }
        else
        {
            if (indexRotationHeavyTurretsSet < nbrHeavyRotationTurretSets)
            {
                indexRotationHeavyTurretsSet = nextIndexRotationHeavyTurretsSet;
                PlayerStats.current.changeSet(indexRotationHeavyTurretsSet, SetTypeActive.Heavy);
                nextIndexRotationHeavyTurretsSet++;
            }
            if (nextIndexRotationHeavyTurretsSet == nbrHeavyRotationTurretSets) //Go back to standard turret sets
            {
                nextIndexRotationHeavyTurretsSet    = 0;
                nextIndexRotationStandardTurretsSet = 0;
                setTypeActive = SetTypeActive.Standard;
            }
        }

        if (nbrHeavyRotationTurretSets == 0 && nextIndexRotationStandardTurretsSet == nbrStandardRotationTurretSets) //if no heavy turret set, go back to the first standard turret set
        {
            nextIndexRotationStandardTurretsSet = 0;
        }
    }
Beispiel #2
0
    public void changeSet(int id, SetTypeActive setTypeActive)
    {
        //Animate sets
        GameObject previousTurretSet = actualTurretSet;

        if (setTypeActive == SetTypeActive.Standard)
        {
            actualTurretSet = turretSets[id];
        }
        else
        {
            actualTurretSet = turretSets[id + 3];
        }
        previousTurretSet.GetComponent <Animator>().Play("Out");
        actualTurretSet.GetComponent <Animator>().Play("In");

        //Change indicator
        for (int i = 0; i < standardTurretSetIndicators.Length; i++)
        {
            if (i < Battleship.current.nbrStandardRotationTurretSets)
            {
                standardTurretSetIndicators[i].sprite = turretSetSpritesIndicator[i];
            }
            else
            {
                standardTurretSetIndicators[i].sprite = noSetSprite;
            }
        }

        for (int i = 0; i < heavyTurretSetIndicators.Length; i++)
        {
            if (i < Battleship.current.nbrHeavyRotationTurretSets)
            {
                heavyTurretSetIndicators[i].sprite = turretSetSpritesIndicator[i];
            }
            else
            {
                heavyTurretSetIndicators[i].sprite = noSetSprite;
            }
        }

        if (setTypeActive == SetTypeActive.Standard)
        {
            standardTurretSetIndicators[id].sprite = turretSetSpritesHighlightIndicator[id];
        }
        else
        {
            heavyTurretSetIndicators[id].sprite = turretSetSpritesHighlightIndicator[id];
        }
    }