private void ChangeAnimator(HyperLevel obj) { switch (obj) { case HyperLevel.Failing: _animator = new ShittyAnimator(); break; case HyperLevel.Shitty: _animator = new ShittyAnimator(); break; case HyperLevel.Normal: _animator = new NormalAnimator(); break; case HyperLevel.Cool: _animator = new CoolAnimator(); break; case HyperLevel.Hot: _animator = new HotAnimator(); break; } }
///Helper function to get the right sounds easier public AudioClip[] SoundsForHype(HyperLevel level) { switch (level) { case HyperLevel.Failing: return(FailingShouts); case HyperLevel.Shitty: return(ShittyShouts); case HyperLevel.Normal: return(NormalShouts); case HyperLevel.Cool: return(CoolShouts); case HyperLevel.Hot: return(HotShouts); default: throw new System.Exception("unknown HyperLevel " + level); } }
private void OnHypeLevelChange(HyperLevel hypeLevel, DancerComponent dancerComponent) { switch (dancerComponent.Type) { case DanceType.Shitty when hypeLevel == HyperLevel.Shitty: dancerComponent.TargetPosition = dancerComponent.DancePosition; break; case DanceType.Shitty when hypeLevel != HyperLevel.Shitty: dancerComponent.TargetPosition = dancerComponent.StartPosition; break; case DanceType.Normal when hypeLevel == HyperLevel.Normal: dancerComponent.TargetPosition = dancerComponent.DancePosition; break; case DanceType.Normal when hypeLevel != HyperLevel.Normal: dancerComponent.TargetPosition = dancerComponent.StartPosition; break; case DanceType.Cool when hypeLevel == HyperLevel.Cool || hypeLevel == HyperLevel.Hot: dancerComponent.TargetPosition = dancerComponent.DancePosition; break; case DanceType.Cool when hypeLevel != HyperLevel.Cool && hypeLevel != HyperLevel.Hot: dancerComponent.TargetPosition = dancerComponent.StartPosition; break; case DanceType.Hot when hypeLevel == HyperLevel.Hot: dancerComponent.TargetPosition = dancerComponent.DancePosition; break; case DanceType.Hot when hypeLevel != HyperLevel.Hot: dancerComponent.TargetPosition = dancerComponent.StartPosition; break; default: throw new ArgumentOutOfRangeException(); } }
public void SetParticleSystem(HyperLevel hyperLevel, ThrowComponent component) { switch (hyperLevel) { case HyperLevel.Failing: case HyperLevel.Shitty: component.ThrowTypes[0].gameObject.SetActive(true); component.ThrowTypes[1].gameObject.SetActive(false); component.ThrowTypes[2].gameObject.SetActive(false); break; case HyperLevel.Cool: component.ThrowTypes[0].gameObject.SetActive(false); component.ThrowTypes[1].gameObject.SetActive(true); component.ThrowTypes[2].gameObject.SetActive(false); break; case HyperLevel.Hot: component.ThrowTypes[0].gameObject.SetActive(false); component.ThrowTypes[1].gameObject.SetActive(false); component.ThrowTypes[2].gameObject.SetActive(true); break; } }