public void DisplayPossibleInput() { //Get the current active slot to later check for possible inputs Scr_SlotBehavior activeSlot = partition.activeSlot.GetComponent <Scr_SlotBehavior>(); HideAllPossibleInput(); //Run through every possible inputs and change the sprite of the corresponding input to ON for (int i = 0; i < activeSlot.possibleInput.Length; i++) { if (activeSlot.possibleInput[i] == 0) { aInputImage.sprite = aInputImage.GetComponent <Scr_SpriteSwap>().spriteA; } else if (activeSlot.possibleInput[i] == 1) { bInputImage.sprite = bInputImage.GetComponent <Scr_SpriteSwap>().spriteA; } else if (activeSlot.possibleInput[i] == 2) { xInputImage.sprite = xInputImage.GetComponent <Scr_SpriteSwap>().spriteA; } else if (activeSlot.possibleInput[i] == 3) { yInputImage.sprite = yInputImage.GetComponent <Scr_SpriteSwap>().spriteA; } } }
private void InputEvent() { if (!conductor.isBreak) { if (aInput || bInput || xInput || yInput) { if (isLookingForInputs) { asHitNoteInBeat = true; isLookingForInputs = false; melodySpriteManager.StartAttackAnim(); Scr_SlotBehavior activeSlot = partition.activeSlot.GetComponent <Scr_SlotBehavior>(); if (activeSlot.possibleInput.Length > 0) { for (int i = 0; i < activeSlot.possibleInput.Length; i++) { if (inputIndex == activeSlot.possibleInput[i]) { propsOnBeat.StartZoomToBeat(zoomToBeatZoomScale); Scr_TempoUI.instance.StartSuccessInput(); partition.activeSlot = activeSlot.linkedSlot[i]; chain.Add(partition.activeSlot.GetComponent <Scr_SlotBehavior>().inputIndex); UpdateChainInputUI(); possibleInputUI.DisplayPossibleInput(); dummyHealthManager.TakeDamage(activeDmg + (activeDmg * (dmgScaling * chain.Count - 1))); break; } else if (inputIndex != activeSlot.possibleInput[i] && i == activeSlot.possibleInput.Length - 1) { EndPhase(); } } } else { EndPhase(); } } else { EndPhase(); } } } }