void ChangeDir(PlayerActions.GunDirMode gundirmode) { mode = gundirmode; SetPower(Power); switch (gundirmode) { case PlayerActions.GunDirMode.front: gunBodyRender.sprite = gunbodyFront; gunBodyPoweRender.sprite = gunbodyFront_power; gunBodyBackRender.sprite = gunbodyFront_back; powerMask.sprite = gunbodyFront_back; break; case PlayerActions.GunDirMode.up: gunBodyRender.sprite = gunbodyUp; gunBodyPoweRender.sprite = gunbodyUp_power; gunBodyBackRender.sprite = gunbodyUp_back; powerMask.sprite = gunbodyUp_back; break; case PlayerActions.GunDirMode.ObliqueUp: gunBodyRender.sprite = gunbodyObliqueUp; gunBodyPoweRender.sprite = gunbodyObliqueUp_power; gunBodyBackRender.sprite = gunbodyObliqueUp_back; powerMask.sprite = gunbodyObliqueUp_back; break; default: break; } }
private void ChangeDir(PlayerActions.GunDirMode gundirmode) { dirMode = gundirmode; switch (dirMode) { case PlayerActions.GunDirMode.front: circleCollider2D.offset = MagnetPositons[0]; break; case PlayerActions.GunDirMode.up: circleCollider2D.offset = MagnetPositons[2]; break; case PlayerActions.GunDirMode.ObliqueUp: circleCollider2D.offset = MagnetPositons[1]; break; default: break; } }