void FireRayCast(Vector2 position) { Ray ray = Camera.main.ScreenPointToRay(position); RaycastHit2D hit = Physics2D.Raycast(ray.origin, ray.direction); if (hit.collider != null) { switch (hit.transform.gameObject.name) { case "red_pick": currentColor = ColorCard.Color.RED; break; case "green_pick": currentColor = ColorCard.Color.GREEN; break; case "blue_pick": currentColor = ColorCard.Color.BLUE; break; case "yellow_pick": currentColor = ColorCard.Color.YELLOW; break; default: break; } // Here you can check hitInfo to see which collider has been hit, and act appropriately. Debug.Log("Hit object: " + hit.collider.gameObject.name); } }
void RpcSetTopColor(ColorCard.Color color) { ColorCard c = player.GetTopCard(); c.color = color; player.SetTopCard(c); }
public void SetColor(ColorCard.Color color) { switch (color) { case ColorCard.Color.RED: spriteRenderer.sprite = RED; break; case ColorCard.Color.BLUE: spriteRenderer.sprite = BLUE; break; case ColorCard.Color.GREEN: spriteRenderer.sprite = GREEN; break; case ColorCard.Color.YELLOW: spriteRenderer.sprite = YELLOW; break; case ColorCard.Color.NONE: spriteRenderer.sprite = WILD; break; default: break; } }
public void CmdChangeTopColor(ColorCard.Color color) { ColorCard c = player.GetTopCard(); c.color = color; player.SetTopCard(c); RpcSetTopColor(color); }
public void Reset() { currentColor = ColorCard.Color.NONE; }
public void SetSprite(ColorCard.Type t, ColorCard.Color c, int value) { Sprite front = BACK; // default back; switch (t) { case ColorCard.Type.NONE: front = BACK; break; case ColorCard.Type.STANDARD: switch (c) { case ColorCard.Color.BLUE: switch (value) { case 0: front = BLUE_0; break; case 1: front = BLUE_1; break; case 2: front = BLUE_2; break; case 3: front = BLUE_3; break; case 4: front = BLUE_4; break; case 5: front = BLUE_5; break; case 6: front = BLUE_6; break; case 7: front = BLUE_7; break; case 8: front = BLUE_8; break; case 9: front = BLUE_9; break; } break; case ColorCard.Color.GREEN: switch (value) { case 0: front = GREEN_0; break; case 1: front = GREEN_1; break; case 2: front = GREEN_2; break; case 3: front = GREEN_3; break; case 4: front = GREEN_4; break; case 5: front = GREEN_5; break; case 6: front = GREEN_6; break; case 7: front = GREEN_7; break; case 8: front = GREEN_8; break; case 9: front = GREEN_9; break; } break; case ColorCard.Color.RED: switch (value) { case 0: front = RED_0; break; case 1: front = RED_1; break; case 2: front = RED_2; break; case 3: front = RED_3; break; case 4: front = RED_4; break; case 5: front = RED_5; break; case 6: front = RED_6; break; case 7: front = RED_7; break; case 8: front = RED_8; break; case 9: front = RED_9; break; } break; case ColorCard.Color.YELLOW: switch (value) { case 0: front = YELLOW_0; break; case 1: front = YELLOW_1; break; case 2: front = YELLOW_2; break; case 3: front = YELLOW_3; break; case 4: front = YELLOW_4; break; case 5: front = YELLOW_5; break; case 6: front = YELLOW_6; break; case 7: front = YELLOW_7; break; case 8: front = YELLOW_8; break; case 9: front = YELLOW_9; break; } break; } break; case ColorCard.Type.DRAW2: switch (c) { case ColorCard.Color.BLUE: front = BLUE_PICK2; break; case ColorCard.Color.GREEN: front = GREEN_PICK2; break; case ColorCard.Color.RED: front = RED_PICK2; break; case ColorCard.Color.YELLOW: front = YELLOW_PICK2; break; } break; case ColorCard.Type.REVERSE: switch (c) { case ColorCard.Color.BLUE: front = BLUE_REVERSE; break; case ColorCard.Color.GREEN: front = GREEN_REVERSE; break; case ColorCard.Color.RED: front = RED_REVERSE; break; case ColorCard.Color.YELLOW: front = YELLOW_REVERSE; break; } break; case ColorCard.Type.SKIP: switch (c) { case ColorCard.Color.BLUE: front = BLUE_SKIP; break; case ColorCard.Color.GREEN: front = GREEN_SKIP; break; case ColorCard.Color.RED: front = RED_SKIP; break; case ColorCard.Color.YELLOW: front = YELLOW_SKIP; break; } break; case ColorCard.Type.WILD: front = WILD; break; case ColorCard.Type.WILD4: front = WILD_4; break; case ColorCard.Type.WILDRANDOM: front = WILD_RANDOM; break; } // SET Sprite spriteRenderer = gameObject.GetComponent <SpriteRenderer>(); spriteRenderer.sprite = front; }