Exemple #1
0
        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;
            }
        }
Exemple #2
0
        ///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);
            }
        }
Exemple #3
0
        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();
            }
        }
Exemple #4
0
    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;
        }
    }