/// <summary> /// Toggle the electrocuted overlay for the player's mob. Assumes player mob is humanoid. /// </summary> public void ToggleElectrocutedOverlay() { if (electrocutedOverlay.OverlayActive) { electrocutedOverlay.StopOverlay(); } else { electrocutedOverlay.StartOverlay(directional.CurrentDirection); } }
public void SetBurningOverlay() { if (burningOverlay == null) { AddOverlayGameObjects(); } burningOverlay.StartOverlay(directional.CurrentDirection); }
/// <summary> /// Enable the electrocuted overlay for the player's mob. /// </summary> /// <param name="time">If provided and greater than zero, how long until the electrocuted overlay is disabled.</param> public void EnableElectrocutedOverlay(float time = -1) { if (electrocutedOverlay == null) { AddOverlayGameObjects(); } if (time > 0) { StartCoroutine(StopElectrocutedOverlayAfter(time)); } electrocutedOverlay.StartOverlay(rotatable.CurrentDirection); }
/// <summary> /// Updates whether burning sprites are showing and sets their facing /// </summary> private void UpdateBurningOverlays(float fireStacks, OrientationEnum currentFacing) { if (fireStacks <= 0) { engulfedBurningOverlay.StopOverlay(); partialBurningOverlay.StopOverlay(); } else if (fireStacks < FIRE_STACK_ENGULF_THRESHOLD) { partialBurningOverlay.StartOverlay(currentFacing); engulfedBurningOverlay.StopOverlay(); } else { engulfedBurningOverlay.StartOverlay(currentFacing); partialBurningOverlay.StopOverlay(); } }