public void NextMyMaterial() { switch (GameState) { case (int)EGameState.Start: if (NextMat < MySprite.Length && NextMat < 5) { NowMat.SetTexture("_MainTex", MySprite[NextMat]); GetComponent <MeshRenderer>().material = NowMat; } break; case (int)EGameState.Win: if (NextMat < MyWinSprite.Length && NextMat < 2) { NowMat.SetTexture("_MainTex", MyWinSprite[NextMat]); GetComponent <MeshRenderer>().material = NowMat; } else { MyTween.DOKill(); } break; case (int)EGameState.Lose: if (NextMat < MyLoseSprite.Length && NextMat < 1) { NowMat.SetTexture("_MainTex", MyLoseSprite[NextMat]); GetComponent <MeshRenderer>().material = NowMat; } else { MyTween.DOKill(); } break; } NextMat++; }
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f) { switch (Mode) { case Modes.DOPlay: TargetDOTweenAnimation.DOPlay(); break; case Modes.DOPlayBackwards: TargetDOTweenAnimation.DOPlayBackwards(); break; case Modes.DOPlayForward: TargetDOTweenAnimation.DOPlayForward(); break; case Modes.DOPause: TargetDOTweenAnimation.DOPause(); break; case Modes.DOTogglePause: TargetDOTweenAnimation.DOTogglePause(); break; case Modes.DORewind: TargetDOTweenAnimation.DORewind(); break; case Modes.DORestart: TargetDOTweenAnimation.DORestart(); break; case Modes.DOComplete: TargetDOTweenAnimation.DOComplete(); break; case Modes.DOKill: TargetDOTweenAnimation.DOKill(); break; } }