/// <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); } }
/// <summary> /// Instantiate and attach the sprite overlays if they don't exist /// </summary> private void AddOverlayGameObjects() { if (engulfedBurningOverlay == null) { engulfedBurningOverlay = Instantiate(engulfedBurningPrefab, OverlaySprites.transform).GetComponent <PlayerDirectionalOverlay>(); engulfedBurningOverlay.enabled = true; engulfedBurningOverlay.StopOverlay(); } if (partialBurningOverlay == null) { partialBurningOverlay = Instantiate(partialBurningPrefab, OverlaySprites.transform).GetComponent <PlayerDirectionalOverlay>(); partialBurningOverlay.enabled = true; partialBurningOverlay.StopOverlay(); } if (electrocutedOverlay == null) { electrocutedOverlay = Instantiate(electrocutedPrefab, OverlaySprites.transform).GetComponent <PlayerDirectionalOverlay>(); electrocutedOverlay.enabled = true; electrocutedOverlay.StopOverlay(); } }
/// <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(); } }
public void ClearBurningOverlay() { if (burningOverlay == null) { return; } burningOverlay.StopOverlay(); }
/// <summary> /// Disables the electrocuted overlay for the mob. /// </summary> public void DisableElectrocutedOverlay() { if (electrocutedOverlay == null) { return; } electrocutedOverlay.StopOverlay(); }
/// <summary> /// Instantiate and attach the sprite overlays if they don't exist /// </summary> private void AddOverlayGameObjects() { if (burningOverlay == null) { burningOverlay = Instantiate(burningPrefab, transform).GetComponent <PlayerDirectionalOverlay>(); burningOverlay.enabled = true; burningOverlay.StopOverlay(); } if (electrocutedOverlay == null) { electrocutedOverlay = Instantiate(electrocutedPrefab, transform).GetComponent <PlayerDirectionalOverlay>(); electrocutedOverlay.enabled = true; electrocutedOverlay.StopOverlay(); } }
/// <summary> /// Instantiate and attach the sprite overlays if they don't exist /// </summary> private void AddOverlayGameObjects() { if (engulfedBurningOverlay == null) { engulfedBurningOverlay = Instantiate(ENGULFED_BURNING_OVERLAY_PREFAB, transform).GetComponent <PlayerDirectionalOverlay>(); engulfedBurningOverlay.enabled = true; engulfedBurningOverlay.StopOverlay(); } if (partialBurningOverlay == null) { partialBurningOverlay = Instantiate(PARTIAL_BURNING_OVERLAY_PREFAB, transform).GetComponent <PlayerDirectionalOverlay>(); partialBurningOverlay.enabled = true; partialBurningOverlay.StopOverlay(); } if (electrocutedOverlay == null) { electrocutedOverlay = Instantiate(ELECTROCUTED_OVERLAY_PREFAB, transform).GetComponent <PlayerDirectionalOverlay>(); electrocutedOverlay.enabled = true; electrocutedOverlay.StopOverlay(); } }