public void setPlayerSpritePose(MGDirectionUtils.MGDirection poseDirection, ARROW_TYPE arrowType) { SpriteRenderer temp = playerSprite.GetComponent <SpriteRenderer>(); /*if (arrowClassification == ARROW_TYPE.FRIEND) * { * temp.sprite = playerSpriteSheet [listMark]; * }*/ //If arrow_type is class, it is randomized // GARRAH: What does friendMove indicate? What does this code do? // If friendMove is true, our player moves according to key-press // If friendMove is false, the player's movement is randomized if (arrowType == ARROW_TYPE.CLASS && friendMove == false) { int rand = Random.Range(0, 4); while (rand == ConvertDirectionToSpriteIndex(poseDirection)) { rand = Random.Range(0, 4); } temp.sprite = playerSpriteSheet[rand]; } else if (arrowType == ARROW_TYPE.FRIEND) { temp.sprite = playerSpriteSheet[ConvertDirectionToSpriteIndex(poseDirection)]; friendMove = true; } }
static public float DirectionToArrowAngle(MGDirectionUtils.MGDirection dir) { float ret = 0.0f; switch (dir) { case MGDirectionUtils.MGDirection.UP: { ret = 0.0f; } break; case MGDirectionUtils.MGDirection.DOWN: { ret = 180.0f; } break; case MGDirectionUtils.MGDirection.LEFT: { ret = 90.0f; } break; case MGDirectionUtils.MGDirection.RIGHT: { ret = 270.0f; } break; default: { Debug.LogError("Invalid value for 'dir' in ArrowTurnScript.ConvertDirectionToArrowAngle()"); } break; } return(ret); }
public void setFriendPose(MGDirectionUtils.MGDirection poseDirection) { SpriteRenderer temp = friendSprite.GetComponent <SpriteRenderer>(); int spriteIndex = ConvertDirectionToSpriteIndex(poseDirection); temp.sprite = friendSpriteSheet[spriteIndex]; }
public void SetMainArrowDirection(MGDirectionUtils.MGDirection dir) { // TODO: refactor sprite manager to take MGArrowDirection, and refactor // the following line to take "dir": //callSprScr.ClassChange (classArrNumPrev); this.GetSoundController().ResumePlay(); }
public void setClassPose(MGDirectionUtils.MGDirection poseDirection) { SpriteRenderer temp; for (int i = 0; i < classSprite.Count; i++) { temp = classSprite[i].GetComponent <SpriteRenderer>(); temp.sprite = classSpriteSheet[ConvertDirectionToSpriteIndex(poseDirection)]; } }
public void ChangeCharacterPose(MGDirectionUtils.MGDirection poseDirection, ARROW_TYPE arrowType) { if (arrowType == ARROW_TYPE.FRIEND) { friendPosePrev = poseDirection; callSprScr.setFriendPose(friendPosePrev); } else if (arrowType == ARROW_TYPE.CLASS) { classPosePrev = poseDirection; callSprScr.setClassPose(classPosePrev); } }
public void TurnArrow(MGDirectionUtils.MGDirection direction) { if (arrowTag == ARROW_TYPE.CLASS) { ownRender.enabled = true; } else if (arrowTag == ARROW_TYPE.FRIEND && TwoDGameManScr.GetLevelName() == TwoDGameManager.LEVEL_2D_NAMES.STAGE_1) { if (TwoDGameManScr.IsFriendArrowEnabled() == true) { ownRender.enabled = true; } } // Determine the arrow's angle for the given direction float turnDegree = DirectionToArrowAngle(direction); transform.eulerAngles = new Vector3(transform.eulerAngles.x, transform.eulerAngles.y, turnDegree); //Sends the manager the current number, which will be used later, as well as the enum tag of the arrow. TwoDGameManScr.ChangeCharacterPose(direction, arrowTag); arrowDirection = direction; }
static public int ConvertDirectionToSpriteIndex(MGDirectionUtils.MGDirection dir) { return(MGDirectionUtils.IntFromDirection(dir)); }
// Sets Friend's pose public void setFriendPose(MGDirectionUtils.MGDirection poseDirection) { friendCurrPose = poseDirection; callSprScr.setFriendPose(poseDirection); }