private void Countdown(ControlLock.Locks locks, float time) { switch (locks.control) { case ControlLock.LockedControl.None: break; case ControlLock.LockedControl.Up: iconCountdowns[0].SetActive(true); iconCountdowns[0].GetComponent <MoveToIcon>().SetTime(time); break; case ControlLock.LockedControl.Left: iconCountdowns[1].SetActive(true); iconCountdowns[1].GetComponent <MoveToIcon>().SetTime(time); break; case ControlLock.LockedControl.Right: iconCountdowns[2].SetActive(true); iconCountdowns[2].GetComponent <MoveToIcon>().SetTime(time); break; case ControlLock.LockedControl.Down: iconCountdowns[3].SetActive(true); iconCountdowns[3].GetComponent <MoveToIcon>().SetTime(time); break; case ControlLock.LockedControl.Melee: iconCountdowns[4].SetActive(true); iconCountdowns[4].GetComponent <MoveToIcon>().SetTime(time); break; case ControlLock.LockedControl.Ranged: iconCountdowns[5].SetActive(true); iconCountdowns[5].GetComponent <MoveToIcon>().SetTime(time); break; case ControlLock.LockedControl.Shield: iconCountdowns[6].SetActive(true); iconCountdowns[6].GetComponent <MoveToIcon>().SetTime(time); break; default: break; } }
private void StartCountdowns() { int lockToGet = 1; ControlLock.Locks previousLocks = controlLock.GetLocks(0); if (previousLocks.timer == 0) { lockToGet++; } ControlLock.Locks locks = controlLock.GetLocks(lockToGet); if (locks.timer == 0) { ControlLock.Locks nextlocks = controlLock.GetLocks(++lockToGet); Countdown(nextlocks, nextlocks.timer); Countdown(locks, nextlocks.timer); } else { Countdown(locks, locks.timer); } }
private void LockControls(ControlLock.Locks locks) { switch (locks.control) { case ControlLock.LockedControl.None: break; case ControlLock.LockedControl.Up: LockUp(locks.locked); break; case ControlLock.LockedControl.Left: LockLeft(locks.locked); break; case ControlLock.LockedControl.Right: LockRight(locks.locked); break; case ControlLock.LockedControl.Down: LockDown(locks.locked); break; case ControlLock.LockedControl.Melee: LockAttack(locks.locked); break; case ControlLock.LockedControl.Ranged: LockShoot(locks.locked); break; case ControlLock.LockedControl.Shield: LockShield(locks.locked); break; default: break; } }
public void UpdatePreps() { ResetPreps(); StartCountdowns(); int lockToGet = 2; ControlLock.Locks currentLock = controlLock.GetLocks(0); for (int i = 0; i < 3; i++) { ControlLock.Locks previousLock = controlLock.GetLocks(lockToGet - 1); if (previousLock.timer != 0 && !(currentLock.timer == 0 && i == 0)) { ControlLock.Locks locks = controlLock.GetLocks(lockToGet); SetPrepPos(locks, i); if (locks.timer == 0) { ControlLock.Locks nextlocks = controlLock.GetLocks(++lockToGet); SetPrepPos(nextlocks, i); } lockToGet++; } else { lockToGet += 1; ControlLock.Locks locks = controlLock.GetLocks(lockToGet); SetPrepPos(locks, i); if (locks.timer == 0) { ControlLock.Locks nextlocks = controlLock.GetLocks(++lockToGet); SetPrepPos(nextlocks, i); } lockToGet++; } } }
private void SetPrepPos(ControlLock.Locks locks, int i) { float posX; switch (i) { case 0: posX = firstX; break; case 1: posX = secondX; break; case 2: posX = thirdX; break; default: posX = 40; break; } Vector2 newPos = new Vector2(); switch (locks.control) { case ControlLock.LockedControl.None: break; case ControlLock.LockedControl.Up: newPos = prepCountdowns[0].GetComponent <RectTransform>().anchoredPosition; newPos.x = posX; prepCountdowns[0].GetComponent <RectTransform>().anchoredPosition = newPos; break; case ControlLock.LockedControl.Left: newPos = prepCountdowns[1].GetComponent <RectTransform>().anchoredPosition; newPos.x = posX; prepCountdowns[1].GetComponent <RectTransform>().anchoredPosition = newPos; break; case ControlLock.LockedControl.Right: newPos = prepCountdowns[2].GetComponent <RectTransform>().anchoredPosition; newPos.x = posX; prepCountdowns[2].GetComponent <RectTransform>().anchoredPosition = newPos; break; case ControlLock.LockedControl.Down: newPos = prepCountdowns[3].GetComponent <RectTransform>().anchoredPosition; newPos.x = posX; prepCountdowns[3].GetComponent <RectTransform>().anchoredPosition = newPos; break; case ControlLock.LockedControl.Melee: newPos = prepCountdowns[4].GetComponent <RectTransform>().anchoredPosition; newPos.x = posX; prepCountdowns[4].GetComponent <RectTransform>().anchoredPosition = newPos; break; case ControlLock.LockedControl.Ranged: newPos = prepCountdowns[5].GetComponent <RectTransform>().anchoredPosition; newPos.x = posX; prepCountdowns[5].GetComponent <RectTransform>().anchoredPosition = newPos; break; case ControlLock.LockedControl.Shield: newPos = prepCountdowns[6].GetComponent <RectTransform>().anchoredPosition; newPos.x = posX; prepCountdowns[6].GetComponent <RectTransform>().anchoredPosition = newPos; break; default: break; } }