public static Sprite AddTypeSprite(Types.TileType tileType) { Sprite newSprite; tileTypesDictionary.TryGetValue(tileType, out newSprite); return(newSprite); }
private void Awake() { tileTypesDictionary = new Dictionary <Types.TileType, Sprite> { { Types.TileType.BLUE, possibleSprites[(int)Types.TileType.BLUE] }, { Types.TileType.GREEN, possibleSprites[(int)Types.TileType.GREEN] }, { Types.TileType.RED, possibleSprites[(int)Types.TileType.RED] }, { Types.TileType.PINK, possibleSprites[(int)Types.TileType.PINK] }, { Types.TileType.ORANGE, possibleSprites[(int)Types.TileType.ORANGE] }, { Types.TileType.PURPLE, possibleSprites[(int)Types.TileType.PURPLE] }, { Types.TileType.YELLOW, possibleSprites[(int)Types.TileType.YELLOW] }, { Types.TileType.DARKGREEN, possibleSprites[(int)Types.TileType.DARKGREEN] }, { Types.TileType.BROWN, possibleSprites[(int)Types.TileType.BROWN] }, }; previousType = Types.TileType.BLUE; }
public static Types.TileType RandomizeTileType() { if (!newColor) { float randomizedType = Random.Range(0, GameManager.ColorsCount); while ((Types.TileType)randomizedType == previousType) { randomizedType = Random.Range(0, GameManager.ColorsCount); } previousType = (Types.TileType)randomizedType; return((Types.TileType)randomizedType);; } else { newColor = false; return((Types.TileType)GameManager.ColorsCount - 1); } }
public void Initialize() { tileType = TilesManager.RandomizeTileType(); tileSprite = TilesManager.AddTypeSprite(tileType); GetComponent <SpriteRenderer>().sprite = tileSprite; }