public void UpdateShield(BasicEnemy.EnemyColor shieldColor) { Color c1 = Color.white; Color c2 = Color.white; switch (shieldColor) { default: case BasicEnemy.EnemyColor.red: c1 = Color.red; c2 = Color.green; break; case BasicEnemy.EnemyColor.green: c1 = Color.green; c2 = Color.blue; break; case BasicEnemy.EnemyColor.blue: c1 = Color.blue; c2 = Color.red; break; } shieldIcon.color = c1; nextShieldIcon.color = c2; }
public void SetFront(BasicEnemy.EnemyColor color) { int colornum = (int)color; frontText.text = "Front: " + ColorToText(colornum); rightText.text = "Right: " + ColorToText(colornum + 1); leftText.text = "Left: " + ColorToText(colornum + 2); }
private void RotateShield() { int shieldColor = (int)frontColor; shieldColor = (shieldColor + 1) % 3; frontColor = (BasicEnemy.EnemyColor)shieldColor; shield.Rotate(0, -120, 0); Uicontroller.UpdateShield(frontColor); //testUI.SetFront(frontColor); }
// Start is called before the first frame update void Start() { characterController = GetComponent <CharacterController>(); audioSource = GetComponent <AudioSource>(); Instance = this; frontColor = BasicEnemy.EnemyColor.red; ammunition = 0; Uicontroller.UpdateHealth(health); Uicontroller.UpdateShield(frontColor); Uicontroller.UpdateAmmo(ammunition); //testUI.SetFront(frontColor); }
public void ChangeColor(BasicEnemy.EnemyColor newColor) { color = newColor; Material mat = null; switch (color) { case EnemyColor.red: mat = redMat; break; case EnemyColor.green: mat = greenMat; break; case EnemyColor.blue: mat = blueMat; break; } ColorThings.material = mat; }