public void Draw(SpriteOverlay sprite) { var IsNotInBorder = sprite.position.x > Parameters.border.Left || sprite.position.x <-Parameters.border.Right || sprite.position.y> Parameters.border.Up || sprite.position.y < -Parameters.border.Down; if (IsNotInBorder) { remove(sprite); } else { AddSpriteToGame(sprite); } }
void SetSprite() { if (sprites.Length >= (int)currentSprite - 1 && (int)currentSprite >= 0 && SRenderer.sprite != sprites[(int)currentSprite]) { SRenderer.sprite = sprites[(int)currentSprite]; } if (doIdle) { SpriteOverlay overlay = GetComponent <SpriteOverlay>(); if (overlay) { overlay.OnChangedSprite(); } } }
void UpdatePlayerSprites() { for (int i = 0; i < playerSprites.Length; i++) { if (playerSprites[i] == null) { continue; } hudSprites[i].sprite = playerSprites[i].sprite; SpriteOverlay ov = playerSprites[i].gameObject.GetComponent <SpriteOverlay>(); overlayHudSprites[i].gameObject.transform.localPosition = ov.currentOFfset; if (overlayHudSprites[i].sprite != ov.SRenderer.sprite) { overlayHudSprites[i].sprite = ov.SRenderer.sprite; } } }
// Use this for initialization void Start() { baseMoveSpeed = MoveSpeed; _rigid = GetComponent <Rigidbody2D>(); SpriteR = GetComponent <SpriteRenderer>(); SAnimation = GetComponent <SheetAnimation>(); Pcolor = GetComponent <PlayerHit>().color; overlay = GetComponent <SpriteOverlay>(); if (currentAxis == 0 && InputManager.GetAxis("Horizontal", playerID) != 0) { ChangeAxis(); } /* * GameObject clones = new GameObject("test clones"); * testClone = new GameObject(); * testClone.transform.parent = clones.transform; * testClone.AddComponent<SpriteRenderer>().sprite = SpriteR.sprite; * testClone.GetComponent<SpriteRenderer>().sortingOrder = SpriteR.sortingOrder - 1; * testClone.transform.localScale = new Vector3(testClone.transform.localScale.x * 0.3f, testClone.transform.localScale.y * 0.3f, testClone.transform.localScale.z); * * testClone2 = new GameObject(); * testClone2.transform.parent = clones.transform; * testClone2.AddComponent<SpriteRenderer>().sprite = SpriteR.sprite; * testClone2.GetComponent<SpriteRenderer>().flipY = true; * testClone2.GetComponent<SpriteRenderer>().sortingOrder = SpriteR.sortingOrder - 2; * testClone2.GetComponent<SpriteRenderer>().color = Color.yellow; * testClone2.transform.localScale = new Vector3(testClone2.transform.localScale.x * 0.3f, testClone2.transform.localScale.y * 0.3f, testClone2.transform.localScale.z); * * for (int i = 0; i < testClones.Length; i++) * { * testClones[i] = new GameObject(); * testClones[i].transform.parent = clones.transform; * testClones[i].AddComponent<SpriteRenderer>().sprite = SpriteR.sprite; * testClones[i].GetComponent<SpriteRenderer>().flipY = true; * testClones[i].GetComponent<SpriteRenderer>().sortingOrder = SpriteR.sortingOrder - 3; * testClones[i].GetComponent<SpriteRenderer>().color = Color.magenta; * testClones[i].transform.localScale = new Vector3(testClones[i].transform.localScale.x * 0.3f, testClones[i].transform.localScale.y * 0.3f + ((float)i / 25f), testClones[i].transform.localScale.z); * } */ }
public Monster_AI(SpriteOverlay sprite) { Sprite = sprite; }
private void ProcessColor(SpriteOverlay overlay, BlockType Id) { switch (Id) { case BlockType.Grass: overlay.color = new Color(100, 200, 50); break; case BlockType.Dirt: overlay.color = new Color(200, 100, 50); break; case BlockType.Stone: overlay.color = new Color(156, 159, 161); break; case BlockType.Wood: overlay.color = new Color(153, 51, 0); break; case BlockType.Leaves: overlay.color = new Color(102, 153, 51); break; case BlockType.CoalOre: overlay.color = new Color(0, 0, 0); break; case BlockType.IronOre: overlay.color = new Color(203, 205, 205); break; case BlockType.GoldOre: overlay.color = new Color(153, 153, 0); break; case BlockType.DiamondOre: overlay.color = new Color(134, 255, 255); break; case BlockType.Planks: overlay.color = new Color(170, 103, 0); break; case BlockType.CraftingTable: overlay.color = new Color(96, 101, 1); break; case BlockType.Furnance: overlay.color = new Color(255, 161, 114); break; case BlockType.Water: overlay.color = new Color(0, 255, 204); break; case BlockType.Lava: overlay.color = new Color(255, 0, 51); break; case BlockType.Sand: overlay.color = new Color(204, 255, 51); break; } }