public void DisplayZombie() { DeleteZombie(); _spawnedHeadPart = heads[0]; _spawnedTorsoPart = torsos[0]; _spawnedArmsPart[0] = arms[0]; _spawnedArmsPart[1] = arms[0].adjacentPart; _spawnedLegsPart[0] = legs[0]; _spawnedLegsPart[1] = legs[0].adjacentPart; _spawnedHead = Instantiate(heads[0].partObject, headPosition.position, headPosition.rotation, headPosition); _spawnedTorso = Instantiate(torsos[0].partObject, torsoPosition.position, torsoPosition.rotation, torsoPosition); _spawnedArms[0] = Instantiate(arms[0].partObject, armLPosition.position, armLPosition.rotation, armLPosition); _spawnedArms[1] = Instantiate(arms[0].adjacentPart.partObject, armRPosition.position, armRPosition.rotation, armRPosition); _spawnedLegs[0] = Instantiate(legs[0].partObject, legLPosition.position, legLPosition.rotation, legLPosition); _spawnedLegs[1] = Instantiate(legs[0].adjacentPart.partObject, legRPosition.position, legRPosition.rotation, legRPosition); _spawnedHead.GetComponentInChildren <MeshRenderer>().shadowCastingMode = ShadowCastingMode.Off; _spawnedTorso.GetComponentInChildren <MeshRenderer>().shadowCastingMode = ShadowCastingMode.Off; _spawnedArms[0].GetComponentInChildren <MeshRenderer>().shadowCastingMode = ShadowCastingMode.Off; _spawnedArms[1].GetComponentInChildren <MeshRenderer>().shadowCastingMode = ShadowCastingMode.Off; _spawnedLegs[0].GetComponentInChildren <MeshRenderer>().shadowCastingMode = ShadowCastingMode.Off; _spawnedLegs[1].GetComponentInChildren <MeshRenderer>().shadowCastingMode = ShadowCastingMode.Off; CalculateCurrentStats(); }
public void SwapTorso(int side) { if ((Side)side == Side.Right) { if (_torsoIndex < torsos.Count - 1) { _torsoIndex++; } else { _torsoIndex = 0; } } else { if (_torsoIndex > 0) { _torsoIndex--; } else { _torsoIndex = torsos.Count - 1; } } _spawnedTorso.Destroy(); _spawnedTorsoPart = torsos[_torsoIndex]; _spawnedTorso = Instantiate(_spawnedTorsoPart.partObject, torsoPosition.position, torsoPosition.rotation, torsoPosition); _spawnedTorso.GetComponentInChildren <MeshRenderer>().shadowCastingMode = ShadowCastingMode.Off; CalculateCurrentStats(); }
public void Create(ZombiePart part) { txt_InventoryItemStat.text = part.decayState.ToString(); // TO DO: silhouettes // img_inventoryItemSilhouette.sprite = gameManager.silhouetteDictionary[part.part]; img_inventoryItem.sprite = part.sprite; }
public void AddInventoryItem(ZombiePart newPart) { Instantiate(prefab_inventoryItem, grp_bottom.transform); // add button with listener for }