private void SwapSprites() { SwitchBehavior s = GetSwitchBehavior(); s.sSwitch = loopSwitch; s.sSwitchPressed = loopSwitchPressed; s.GetComponent <SpriteRenderer>().sprite = s.isPressed ? loopSwitchPressed : loopSwitch; s.door.GetComponent <SpriteRenderer>().sprite = doorLooping; }
void Update() { if (FindObjectOfType <PauseMenu>().paused) { return; } //Reference to playerHusk location Vector2 playerLocation = playerHusk.transform.position; gameOver = playerHealth.GetGameOver(); if (gameOver) //Don't do behavior { showBothTeams(); followCamera.Follow = playerHusk.transform; } else //Play the game { if (FindObjectOfType <BasicMovement>() == null) { ControlCheck = false; } else { ControlCheck = true; } //if wavestart ==true and basicmovement script is not found if (newWave == true && FindObjectOfType <BasicMovement>() == null) { Debug.Log("BasicMovement not found on waveStart"); Debug.Log("Camera moving to playerHusk"); //set Camera to follow the husk body so you can click on it followCamera.Follow = playerHusk.transform; newWave = false; } // If right mouse button is clicked if (Input.GetMouseButtonDown(1)) { // Perform a raycast to see what we clicked Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit2D hitInfo; hitInfo = Physics2D.GetRayIntersection(ray); // If we actually clicked on something if (hitInfo.collider != null) { //reference for hit object SBehavior = hitInfo.collider.GetComponent <SwitchBehavior>(); //Checks if is switchable // If the hit object is switchable if (SBehavior != null) { //prep: set player object tag to player inactive Debug.Log("Set player husk to inactive"); //Prep: set husk tag to inactive playerHusk.gameObject.tag = "Player Inactive"; //reference SBehavior to change the objects behavior to 3 (inactive) playerHusk.GetComponent <SwitchBehavior>().setBehavior(3); //Check that you correctly set behavior Debug.Log("Current Behavior: " + SBehavior.GetComponent <SwitchBehavior>().getBehavior()); //If current is player if (SBehavior.GetComponent <SwitchBehavior>().getBehavior() == 3) { //currentBehavior = 3 //(player inactive) Debug.Log("'this' -> means the player husk!"); Debug.Log("Running Switch_bodies"); //currentBehavior = 2 //(player active) playerHusk.GetComponent <SwitchBehavior>().setBehavior(2); switchBodies(hitInfo.collider.gameObject); //here } //If current is enemy if (SBehavior.GetComponent <SwitchBehavior>().getBehavior() == 1) { //currentBehavior = 1 //(enemy) Debug.Log("'this' -> means the enemy!"); SBehavior.GetComponent <SwitchBehavior>().setBehavior(2); Debug.Log("New Behavior: " + SBehavior.GetComponent <SwitchBehavior>().getBehavior()); Debug.Log("Running Switch_bodies"); switchBodies(hitInfo.collider.gameObject); } } } } if (Input.GetKeyDown(KeyCode.B)) { showBlueTeam(); } if (Input.GetKeyDown(KeyCode.R)) { showRedTeam(); } if (Input.GetKeyDown(KeyCode.G)) { showBothTeams(); } } }