Ejemplo n.º 1
0
    public override void SetCurrentDirection(EDirection dir)
    {
        switch (dir)
        {
        case EDirection.Left:
            CurrentDirection.x = -1;
            bShouldInvertX     = true;
            if (currentCorpse != null)
            {
                CharacterAnimator.SetAnimation(EAnimation.Drag, bShouldInvertX, false);
                currentCorpse.GetComponent <SpriteRenderer>().flipX = bShouldInvertX;
                currentCorpse.transform.localPosition     = CorpseMarkerInvert.transform.localPosition;
                AudioManager.Instance.SourceBodyDrag.mute = false;
            }
            else
            {
                CharacterAnimator.SetAnimation(EAnimation.Move, bShouldInvertX, false);
                AudioManager.Instance.SourceBodyDrag.mute = true;
            }
            break;

        case EDirection.Right:
            CurrentDirection.x = 1;
            bShouldInvertX     = false;
            if (currentCorpse != null)
            {
                CharacterAnimator.SetAnimation(EAnimation.Drag, bShouldInvertX, false);
                currentCorpse.GetComponent <SpriteRenderer>().flipX = bShouldInvertX;
                currentCorpse.transform.localPosition     = CorpseMarker.transform.localPosition;
                AudioManager.Instance.SourceBodyDrag.mute = false;
            }
            else
            {
                CharacterAnimator.SetAnimation(EAnimation.Move, bShouldInvertX, false);
                AudioManager.Instance.SourceBodyDrag.mute = true;
            }
            break;

        case EDirection.Up:
            break;

        case EDirection.Down:
            break;

        case EDirection.Neutral:
            CharacterAnimator.SetAnimation(EAnimation.Idle, bShouldInvertX, false);
            CurrentDirection.x = 0;
            AudioManager.Instance.SourceBodyDrag.mute = true;
            break;
        }
    }
Ejemplo n.º 2
0
	private void FinishCorpseRevival (Corpse collectedCorpse){
        	WorldObject wo = collectedCorpse.GetComponent<WorldObject>();
        	if (wo){
            		wo.ReviveWO();
        	}
	}