void OnPhaseChange(BoneBridgeManager.BridgePhase phase) { switch (phase) { case BoneBridgeManager.BridgePhase.Countdown: StopAllCoroutines(); break; case BoneBridgeManager.BridgePhase.Building: StopAllCoroutines(); break; case BoneBridgeManager.BridgePhase.Crossing: BoneBridgeManager.Instance.CameraSwitch(gameObject); StartCoroutine(Move()); break; case BoneBridgeManager.BridgePhase.Falling: StopAllCoroutines(); monster.ChangeEmotions(DataType.MonsterEmotions.Afraid); break; case BoneBridgeManager.BridgePhase.Finish: StopAllCoroutines(); break; } }
void OnPhaseChange(BoneBridgeManager.BridgePhase phase) { switch (phase) { case BoneBridgeManager.BridgePhase.Start: spr.color = normalColor; break; case BoneBridgeManager.BridgePhase.Building: spr.color = normalColor; break; case BoneBridgeManager.BridgePhase.Falling: spr.color = snapColor; break; case BoneBridgeManager.BridgePhase.Crossing: spr.color = snapColor; break; case BoneBridgeManager.BridgePhase.Finish: spr.color = snapColor; break; } }
void OnPhaseChange(BoneBridgeManager.BridgePhase phase) { switch (phase) { case BoneBridgeManager.BridgePhase.Start: rigBody.bodyType = RigidbodyType2D.Kinematic; break; case BoneBridgeManager.BridgePhase.Building: break; case BoneBridgeManager.BridgePhase.Falling: if (isAttached) { rigBody.bodyType = RigidbodyType2D.Dynamic; if (leftJoint.jointAttached) { leftJoint.jointAttached.DestroyJoint(); } if (rightJoint.jointAttached) { rightJoint.jointAttached.DestroyJoint(); } GetComponent <BoxCollider2D> ().enabled = false; isAttached = false; Invoke("ResetBone", 3f); } break; case BoneBridgeManager.BridgePhase.Crossing: if (isAttached) { rigBody.bodyType = RigidbodyType2D.Dynamic; } break; case BoneBridgeManager.BridgePhase.Finish: if (isAttached) { rigBody.bodyType = RigidbodyType2D.Dynamic; } break; } }