StickStates OnAnalogStickStateChange(StickStates newState, int player) { switch (newState) { case StickStates.Right: if (PlayerPosInPaletteList[player] >= AvailablePalettesList.Count - 1) PlayerPosInPaletteList[player] = 0; else PlayerPosInPaletteList[player]++; RightColorArrowArray[player].transform.localScale = new Vector3(.6f, .6f, 1); soundManager.SOUND_MAN.playSound("Play_Menu_Up", gameObject); break; case StickStates.Left: if (PlayerPosInPaletteList[player] == 0) PlayerPosInPaletteList[player] = AvailablePalettesList.Count - 1; else PlayerPosInPaletteList[player]--; LeftColorArrowArray[player].transform.localScale = new Vector3(.6f, .6f, 1); soundManager.SOUND_MAN.playSound("Play_Menu_Up", gameObject); break; case StickStates.Neutral: if (playerAnalogStickStates[player] == StickStates.Right) RightColorArrowArray[player].transform.localScale = new Vector3(.5f, .5f, 1); else LeftColorArrowArray[player].transform.localScale = new Vector3(.5f, .5f, 1); break; } SwapAndUpdatePalette(player); VerifyCharacterSprite(player); SetCorrectPlayerNumTextColor(player); return newState; }
public Controller(int controllerId) { _controllerId = controllerId; LeftStick = new StickStates(); RightStick = new StickStates(); #region old code, non need to instantiate every class now //A = new ButtonsStates(); //B = new ButtonsStates(); //X = new ButtonsStates(); //Y = new ButtonsStates(); //LB = new ButtonsStates(); //RB = new ButtonsStates(); //start = new ButtonsStates(); //select = new ButtonsStates(); //L3 = new ButtonsStates(); //R3 = new ButtonsStates(); //UP = new ButtonsStates(); //DOWN = new ButtonsStates(); //LEFT = new ButtonsStates(); //RIGHT = new ButtonsStates(); #endregion }
StickStates OnAnalogStickStateChange(StickStates newState, int player) { if (playerStates[0] == PlayerStates.Inactive) { switch (newState) { case StickStates.Right: HumanSpriteObject.SetActive(!HumanSpriteObject.activeInHierarchy); GhostSpriteObject.SetActive(!HumanSpriteObject.activeInHierarchy); RightColorArrowArray[player].transform.localScale = new Vector3(.6f, .6f, 1); soundManager.SOUND_MAN.playSound("Play_Menu_Up", gameObject); if (GhostSpriteObject.activeInHierarchy) { updateUI_playerReady(0, true); } else { updateUI_playerReady(0, false); } break; case StickStates.Left: HumanSpriteObject.SetActive(!HumanSpriteObject.activeInHierarchy); GhostSpriteObject.SetActive(!HumanSpriteObject.activeInHierarchy); LeftColorArrowArray[player].transform.localScale = new Vector3(.6f, .6f, 1); soundManager.SOUND_MAN.playSound("Play_Menu_Up", gameObject); if (GhostSpriteObject.activeInHierarchy) { updateUI_playerReady(0, true); } else { updateUI_playerReady(0, false); } break; case StickStates.Neutral: if (playerAnalogStickStates[player] == StickStates.Right) RightColorArrowArray[player].transform.localScale = new Vector3(.5f, .5f, 1); else LeftColorArrowArray[player].transform.localScale = new Vector3(.5f, .5f, 1); break; } } if (playerStates[0] == PlayerStates.PickingColor) { switch (newState) { case StickStates.Right: if (PlayerPosInPaletteList[player] >= AvailablePalettesList.Count - 1) PlayerPosInPaletteList[player] = 0; else PlayerPosInPaletteList[player]++; RightColorArrowArray[player].transform.localScale = new Vector3(.6f, .6f, 1); soundManager.SOUND_MAN.playSound("Play_Menu_Up", gameObject); break; case StickStates.Left: if (PlayerPosInPaletteList[player] == 0) PlayerPosInPaletteList[player] = AvailablePalettesList.Count - 1; else PlayerPosInPaletteList[player]--; LeftColorArrowArray[player].transform.localScale = new Vector3(.6f, .6f, 1); soundManager.SOUND_MAN.playSound("Play_Menu_Up", gameObject); break; case StickStates.Neutral: if (playerAnalogStickStates[player] == StickStates.Right) RightColorArrowArray[player].transform.localScale = new Vector3(.5f, .5f, 1); else LeftColorArrowArray[player].transform.localScale = new Vector3(.5f, .5f, 1); break; } SwapAndUpdatePalette(player); VerifyCharacterSprite(player); SetCorrectPlayerNumTextColor(player); } return newState; }