private void Awake() { if (lineAnimator == null) { lineAnimator = this; } // Be the one }
private void AddInput(Direction input) { switch (InputList.Count) { case 0: if (PillarFinisherUsed) { if (PillarTutorial) { PillarTutorial.PlaySecondHit(); } } break; case 1: if (PillarFinisherUsed) { if (PillarTutorial) { PillarTutorial.PlayThirdHit(); } } break; case 2: if (PillarFinisherUsed) { if (PillarTutorial) { PillarTutorial.PlayThirdHit(); } } break; case 3: if (PillarFinisherUsed) { if (PillarTutorial) { PillarTutorial.PlayThirdHit(); } } break; } //might be good to have the state of the element to help with the color //so it should be LeftToRightAnim(runic) InputList.Add(input); if (InputList.Count > 1) { switch (InputList[InputList.Count - 2]) { case Direction.left: switch (InputList[InputList.Count - 1]) { case Direction.up: FinisherLineAnimator.LeftToUpAnim(CurrentFinisherElement); break; case Direction.down: FinisherLineAnimator.LeftToDownAnim(CurrentFinisherElement); break; case Direction.right: FinisherLineAnimator.LeftToRightAnim(CurrentFinisherElement); break; } break; case Direction.right: switch (InputList[InputList.Count - 1]) { case Direction.up: FinisherLineAnimator.RightToUpAnim(CurrentFinisherElement); break; case Direction.left: FinisherLineAnimator.RightToLeftAnim(CurrentFinisherElement); break; case Direction.down: FinisherLineAnimator.RightToDownAnim(CurrentFinisherElement); break; } break; case Direction.up: switch (InputList[InputList.Count - 1]) { case Direction.right: FinisherLineAnimator.UpToRightAnim(CurrentFinisherElement); break; case Direction.left: FinisherLineAnimator.UpToLeftAnim(CurrentFinisherElement); break; } break; case Direction.down: switch (InputList[InputList.Count - 1]) { case Direction.right: FinisherLineAnimator.DownToRightAnim(CurrentFinisherElement); break; case Direction.left: FinisherLineAnimator.DownToLeftAnim(CurrentFinisherElement); break; } break; default: break; } } else { switch (input) { case Direction.left: CurrentFinisherElement = ElementType.Fire; break; case Direction.up: CurrentFinisherElement = ElementType.Electricity; break; case Direction.right: CurrentFinisherElement = ElementType.Ice; break; } } }