private void ChangeSwordParticles(PlayerStanceType value) { switch (value) { case PlayerStanceType.STANCE_NONE: swordBlueOrb.SetActive(false); swordBlueLine.SetActive(false); swordRedOrb.SetActive(false); swordRedLine.SetActive(false); swordEmitter.ChangeMaterial(0); shieldEmitter.ChangeMaterial(0); currentHeavyAttackParticles = greyHeavyAttackParticles; break; case PlayerStanceType.STANCE_BLUE: swordBlueOrb.SetActive(true); swordBlueLine.SetActive(true); swordRedOrb.SetActive(false); swordRedLine.SetActive(false); swordEmitter.ChangeMaterial(1); shieldEmitter.ChangeMaterial(1); currentHeavyAttackParticles = blueHeavyAttackParticles; break; case PlayerStanceType.STANCE_RED: swordBlueOrb.SetActive(false); swordBlueLine.SetActive(false); swordRedOrb.SetActive(true); swordRedLine.SetActive(true); swordEmitter.ChangeMaterial(2); shieldEmitter.ChangeMaterial(2); currentHeavyAttackParticles = redHeavyAttackParticles; break; } }
public void ChangeStance(PlayerStanceType typeStance) { switch (typeStance) { case PlayerStanceType.STANCE_NONE: this.stance = stances[typeStance]; currentStats = baseStats; ChangeSwordParticles(typeStance); ChangeEmissives(typeStance); break; case PlayerStanceType.STANCE_BLUE: if (greyAbilityEnabled) { this.stance = stances[typeStance]; currentStats = baseStats * blueStats; ChangeSwordParticles(typeStance); ChangeEmissives(typeStance); } break; case PlayerStanceType.STANCE_RED: if (redAbilityEnabled) { this.stance = stances[typeStance]; currentStats = baseStats * redStats; ChangeSwordParticles(typeStance); ChangeEmissives(typeStance); } break; } uiManager.UpdatePlayerStance(stance); }
public PlayerStanceType SpecialAttackToPerform() { PlayerStanceType ret = PlayerStanceType.STANCE_NONE; canSpecialAttack = false; if (stance.type != PlayerStanceType.STANCE_NONE && CanLoseEnergy(1)) { canSpecialAttack = true; ret = stance.type; } return(ret); }
private void ChangeEmissives(PlayerStanceType value) { switch (value) { case PlayerStanceType.STANCE_NONE: baseMat.SetTexture("_EmissionMap", baseGrey); extraMat.SetTexture("_EmissionMap", extraGrey); shieldMat.SetTexture("_EmissionMap", shieldGrey); break; case PlayerStanceType.STANCE_BLUE: baseMat.SetTexture("_EmissionMap", baseBlue); extraMat.SetTexture("_EmissionMap", extraBlue); shieldMat.SetTexture("_EmissionMap", shieldBlue); break; case PlayerStanceType.STANCE_RED: baseMat.SetTexture("_EmissionMap", baseRed); extraMat.SetTexture("_EmissionMap", extraRed); shieldMat.SetTexture("_EmissionMap", shieldRed); break; } }
public PlayerStance(PlayerStanceType type, PlayerPassiveStatsRelative stats) { this.type = type; this.stats = stats; }