public bool SwordAvailable(SwordColor cor) { bool retorno = false; switch (cor) { case SwordColor.blue: retorno = EspadaAzul; break; case SwordColor.green: retorno = EspadaVerde; break; case SwordColor.gold: retorno = EspadaDourada; break; case SwordColor.red: retorno = EspadaVermelha; break; } return(retorno); }
private void AdjustColor(GameObject usedObject, GameObject performer) { if (isActivated) { Chat.AddExamineMsgFromServer(performer, "You can't adjust the sword while it's <i>on</i>!"); return; } if (color == SwordColor.Rainbow) { Chat.AddExamineMsgFromServer(performer, "It's <i>already</i> fabulous!"); return; } if (Validations.HasItemTrait(usedObject, CommonTraits.Instance.Screwdriver)) { color += 1; if (color > SwordColor.Purple) { color = SwordColor.Red; } Chat.AddExamineMsgFromServer(performer, "You adjust the crystalline beam emitter."); } else if (Validations.HasItemTrait(usedObject, CommonTraits.Instance.Multitool)) { color = SwordColor.Rainbow; Chat.AddExamineMsgFromServer(performer, "You tinker with the sword's firmware using the multitool.\nIt reports; <b>RNBW_ENGAGE</b>."); } }
private void Start() { colorChange = GetComponentInParent <ColorChange>(); activeColor = SwordColor.orange; orangeCollider.enabled = false; blueCollider.enabled = false; //orangeSpriteRenderer.enabled = false; //blueSpriteRenderer.enabled = false; }
private void Awake() { itemAttributes = GetComponent <ItemAttributesV2>(); lightControl = GetComponent <ItemLightControl>(); spriteHandler = GetComponentInChildren <SpriteHandler>(); if (color == SwordColor.Random) { // Get random color color = (SwordColor)Enum.GetValues(typeof(SwordColor)).GetValue(Random.Range(1, 5)); } }
private void Start() { offSize = itemAttributes.Size; offHitSound = itemAttributes.ServerHitSound; offHitDamage = itemAttributes.ServerHitDamage; offThrowDamage = itemAttributes.ServerThrowDamage; offAttackVerbs = new List <string>(itemAttributes.ServerAttackVerbs); if (color == SwordColor.Random) { // Get random color color = (SwordColor)Enum.GetValues(typeof(SwordColor)).GetValue(Random.Range(1, 5)); } }
public void ChangeWeaponColor() { AudioManager.instance.PlayChangeWeapon(); if (activeColor == SwordColor.orange) { activeColor = SwordColor.blue; colorChange.ChangeToSecondColor(); } else if (activeColor == SwordColor.blue) { activeColor = SwordColor.orange; colorChange.ChangeToOriginalColor(); } }
void Update() { if (currentNinjaColor != ninjaColor) { switch (ninjaColor) { case NinjaColor.Blue: ChangeTexture("Ninja_Mesh", ninjaTextures[0]); break; case NinjaColor.Green: ChangeTexture("Ninja_Mesh", ninjaTextures[1]); break; case NinjaColor.Red: ChangeTexture("Ninja_Mesh", ninjaTextures[2]); break; default: break; } currentNinjaColor = ninjaColor; } if (currentSwordColor != swordColor) { switch (swordColor) { case SwordColor.Blue: ChangeTexture("Scabbard_Mesh", swordTextures[0]); ChangeTexture("Sword_Mesh", swordTextures[0]); break; case SwordColor.Green: ChangeTexture("Scabbard_Mesh", swordTextures[1]); ChangeTexture("Sword_Mesh", swordTextures[1]); break; case SwordColor.Red: ChangeTexture("Scabbard_Mesh", swordTextures[2]); ChangeTexture("Sword_Mesh", swordTextures[2]); break; default: break; } currentSwordColor = swordColor; } }
private Color GetLightSourceColor(SwordColor swordColor) { switch (swordColor) { case SwordColor.Red: return(new Color32(250, 130, 130, 255)); // LIGHT_COLOR_RED case SwordColor.Blue: return(new Color32(64, 206, 255, 255)); // LIGHT_COLOR_LIGHT_CYAN case SwordColor.Green: return(new Color32(100, 200, 100, 255)); // LIGHT_COLOR_GREEN case SwordColor.Purple: return(new Color32(155, 81, 255, 255)); // LIGHT_COLOR_LAVENDER } return(default);
public void GetSword(SwordColor cor) { switch (cor) { case SwordColor.blue: EspadaAzul = true; break; case SwordColor.green: EspadaVerde = true; break; case SwordColor.gold: EspadaDourada = true; break; case SwordColor.red: EspadaVermelha = true; break; } }
private ItemsSprites GetItemSprites(SwordColor swordColor) { switch (swordColor) { case SwordColor.Red: return(Sprites.Red); case SwordColor.Blue: return(Sprites.Blue); case SwordColor.Green: return(Sprites.Green); case SwordColor.Purple: return(Sprites.Purple); case SwordColor.Rainbow: return(Sprites.Rainbow); } return(Sprites.Off); }