private void SwitchPlayer() { if (_failed && _switched) { Utils.InvokeDelayed(() => { _pc.Reset(); Run(true); }, 1f); return; } if (_failed) { _switched = true; } if (_curPlayer == BattleLevel.Instance.Player) { _curComboText = EnemyComboText; _curPlayer = BattleLevel.Instance.Enemy; _curAnim = BattleLevel.Instance.EAnim; Utils.InvokeDelayed(() => { _pc.Reset(); Hide(); HideComboText(PlayerComboText); Utils.InvokeDelayed(() => { CameraScript.Instance.FocusOn(new Vector3(_curPlayer.transform.position.x, 0, 0)); }, 1f); Utils.InvokeDelayed( () => { Run(); ShowComboText(EnemyComboText); }, 2f); }, 1f); } else { _curPlayer = BattleLevel.Instance.Player; _curAnim = BattleLevel.Instance.PAnim; _curComboText = PlayerComboText; Utils.InvokeDelayed(() => { _pc.Reset(); Hide(); HideComboText(EnemyComboText); Utils.InvokeDelayed(() => { CameraScript.Instance.FocusOn(new Vector3(_curPlayer.transform.position.x, 0, 0)); }, 1f); Utils.InvokeDelayed( () => { Run(); ShowComboText(PlayerComboText); }, 2f); }, 1f); } }
private void Awake() { Instance = this; if (_camera == null) { _camera = Camera.main; } _playerView = (GameObject)Instantiate(Resources.Load("PlayerView", typeof(GameObject))); var playerObj = (GameObject)Instantiate(Resources.Load("ShopPlayerIO", typeof(GameObject))); _playerView.transform.parent = playerObj.transform; playerObj.GetComponent <ShopPlayerIO>().ShopGameLogic = this; playerObj.transform.position = new Vector3(0, 2f, -2f); PetAnim = new PetAnim(_playerView.transform); pv = new PlayerView(PetAnim); PetAnim.View = pv; pv.EyeType = EyeType.Center3; pv.NoseType = NoseType.Nose1; pv.PawsType = PawsType.Down; pv.TailState = TailState.Normal; pv.SuitType = SuitType.None; if (Results.NewSuit) { pv.SuitType = SuitType.Pig; } }
private void Awake() { Instance = this; PAnim = new PetAnim(Player.transform); EAnim = new PetAnim(Enemy.transform); var pv = new PlayerView(PAnim); PAnim.View = pv; var ev = new PlayerView(EAnim); EAnim.View = ev; PAnim.StartBreath(); EAnim.StartBreath(); }
public PlayerView(PetAnim pa) { anim = pa; }