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; } }
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; } }
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); }