private void UpdateOverlayColor(CombatEnum purpose) { Color overlayColor = Color.white; if (OVERLAY_COLORS.ContainsKey(purpose)) { overlayColor = OVERLAY_COLORS[purpose]; } m_overlaySpriteRenderer.color = overlayColor.SetAlpha(OVERLAY_ALPHA); }
private void SetCombatState() { //Currently only attacks, pursues, and sneaks float distanceFromPlayer = Vector3.Distance(currentPosition.position, mainPlayerPosition.position); canSeePlayer = fov.canSeeTarget; if (distanceFromPlayer <= attackRange && rechargedAttack && canSeePlayer) { combatState = CombatEnum.ATTACK; rechargedAttack = false; } else if (distanceFromPlayer <= pursueRange && canSeePlayer) { combatState = CombatEnum.PURSUE; } else if (distanceFromPlayer <= sneakRange && canSeePlayer) { combatState = CombatEnum.SNEAK; } //Debug.Log(combatState + " Distance from player: " + distanceFromPlayer); }
public void ActivateOverlay(CombatEnum purpose) { UpdateOverlayColor(purpose); m_overlaySpriteRenderer.gameObject.SetActive(true); }