void DoForce(LCDForceKind kind) { foreach (SpriteRenderer r in renderers.Values) { switch (kind) { case LCDForceKind.On: r.color = GameManager.NORMAL_COLOR; r.enabled = true; break; case LCDForceKind.Off: r.color = GameManager.OFF_COLOR; forced = true; break; default: r.color = GameManager.NORMAL_COLOR; r.enabled = false; forced = false; UpdateBunnies(); break; } } }
void DoForce(LCDForceKind kind) { switch (kind) { case LCDForceKind.Normal: renderer.enabled = false; break; case LCDForceKind.On: renderer.enabled = true; break; case LCDForceKind.Off: renderer.enabled = false; break; } }
void ForceLCD(LCDForceKind kind) { Debug.Log("Force: " + kind.ToString()); switch (kind) { case LCDForceKind.Normal: foreach (var t in texts) { t.color = GameManager.NORMAL_COLOR; } forced = false; break; case LCDForceKind.On: foreach (var t in texts) { t.color = GameManager.NORMAL_COLOR; } scoreText.SetText("888888"); highscoreText.SetText("888888"); stageText.SetText("88"); heartsText.SetText("💀💀💀💀💀"); forced = true; break; case LCDForceKind.Off: scoreText.SetText(""); highscoreText.SetText(""); stageText.SetText(""); heartsText.SetText(""); foreach (var t in texts) { t.color = GameManager.OFF_COLOR; } forced = true; break; } }
void DoLCDForce(LCDForceKind kind) { GameManager.onLCDForce -= DoLCDForce; transform.position += Vector3.forward * 100f; }