Example #1
0
    void detectChange()
    {
        if (
            (Input.GetKeyDown(KeyCode.A) && gameObject.transform.parent.name == "Player1") ||
            (gameObject.transform.parent.name == "Player2" && Input.GetKeyDown(KeyCode.RightArrow))
            )
        {
            switch (selected)
            {
            case Slot.Types.Circle:
                selected = Slot.Types.Square;
                gameObject.GetComponent <SpriteRenderer>().sprite = SquareSprite;
                break;

            case Slot.Types.Square:
                selected = Slot.Types.Triangle;
                gameObject.GetComponent <SpriteRenderer>().sprite = TriangleSprite;
                break;

            case Slot.Types.Triangle:
                selected = Slot.Types.Circle;
                gameObject.GetComponent <SpriteRenderer>().sprite = CircleSprite;

                break;
            }
            changed = true;
        }
    }
Example #2
0
    public void SetType(Slot.Types type)
    {
        Type = type;
        switch (type)
        {
        case Slot.Types.Circle:
            gameObject.GetComponent <SpriteRenderer>().sprite = CircleSprite;
            break;

        case Slot.Types.Square:
            gameObject.GetComponent <SpriteRenderer>().sprite = SquareSprite;
            break;

        case Slot.Types.Triangle:
            gameObject.GetComponent <SpriteRenderer>().sprite = TriangleSprite;
            break;
        }
    }
Example #3
0
    public GameObject SpawnNote(int playerid, float speed, Slot.Types type)
    {
        Vector3 distanceNotePlayer = new Vector3(0, 0, 0);

        if (playerid == 1)
        {
            distanceNotePlayer = new Vector3(1, 0, 0);
        }
        else if (playerid == 2)
        {
            distanceNotePlayer = new Vector3(-1, 0, 0);
        }

        note.GetComponent <NoteMove>().player = playerid;
        note.GetComponent <NoteMove>().speed  = speed;
        note.GetComponent <NoteMove>().SetType(type);
        GameObject noteShoot = Instantiate(note, transform.position + distanceNotePlayer, transform.rotation) as GameObject;

        return(noteShoot);
    }