protected override void Start() { base.Start(); if (GetResource().sprites.Length > 1) { InvokeRepeating("UpdateAnimatedSprite", 0f, 1f / GetResource().sprites.Length); } else { SpriteRenderingController.UpdateSprite(GetResource().sprites[0]); } }
protected virtual void Start() { var spriteRendererObject = new GameObject("SpriteRenderingControllerObject"); spriteRendererObject.transform.SetParent(transform); SpriteRenderingController = spriteRendererObject.AddComponent <SpriteRenderingController>(); SpriteRenderingController.UpdateLayerName(_resource.GetLayerName()); gameObject.layer = LayerMask.NameToLayer(_resource.GetLayerName()); SpriteRenderingController.UpdateSortOrder(_lazySortOrder); SpriteRenderingController.SetupTransforms(_resource.scale); }
protected override void Start() { base.Start(); health = MaxHealth / 2; var barPrefab = Resources.Load <GameObject>("UI/Bar"); _healthBarController = Instantiate(barPrefab, transform).GetComponent <BarController>(); _healthBarController.UpdatePosition(); _healthBarController.UpdateName(GetResource().name); var borderPrefab = Resources.Load <GameObject>("UI/CreatureBorder"); _creatureBorderController = Instantiate(borderPrefab, transform).GetComponent <CreatureBorderController>(); _creatureBorderController.Hide(); var damageIndicatorPrefab = Resources.Load <GameObject>("UI/DamageIndicator"); _damageIndicatorController = Instantiate(damageIndicatorPrefab, transform).GetComponent <DamageIndicatorController>(); SpriteRenderingController.UpdateSprite(GetResource().idleAnimations.Down); }
protected override void Start() { base.Start(); SpriteRenderingController.UpdateSprite(RandomSprite()); }
void UpdateAnimatedSprite() { _currentSpriteIndex = (_currentSpriteIndex + 1) % GetResource().sprites.Length; SpriteRenderingController.UpdateSprite(GetResource().sprites[_currentSpriteIndex]); }
public void UpdateSprite() { Sprite currentSprite; var direction = CurrentMoveDirection; switch (direction) { case MoveDirection.Up: if (IsMoving) { var spriteIndex = Mathf.Floor(_movingProgressWithSpeed * GetResource().walkAnimations.Up.Length); currentSprite = GetResource().walkAnimations.Up[(int)spriteIndex]; } else { currentSprite = GetResource().idleAnimations.Up; } break; case MoveDirection.Down: if (IsMoving) { var spriteIndex = Mathf.Floor(_movingProgressWithSpeed * GetResource().walkAnimations.Down.Length); currentSprite = GetResource().walkAnimations.Down[(int)spriteIndex]; } else { currentSprite = GetResource().idleAnimations.Down; } break; case MoveDirection.Right: if (IsMoving) { var spriteIndex = Mathf.Floor(_movingProgressWithSpeed * GetResource().walkAnimations.Right.Length); currentSprite = GetResource().walkAnimations.Right[(int)spriteIndex]; } else { currentSprite = GetResource().idleAnimations.Right; } break; case MoveDirection.Left: if (IsMoving) { var spriteIndex = Mathf.Floor(_movingProgressWithSpeed * GetResource().walkAnimations.Left.Length); currentSprite = GetResource().walkAnimations.Left[(int)spriteIndex]; } else { currentSprite = GetResource().idleAnimations.Left; } break; default: throw new NotReached(); } SpriteRenderingController.UpdateSprite(currentSprite); }