private void equipNextTurretSet() { if (indexRotationStandardTurretsSet < nbrStandardRotationTurretSets) { indexRotationStandardTurretsSet = nextIndexRotationStandardTurretsSet; PlayerStats.current.changeSet(indexRotationStandardTurretsSet, SetTypeActive.Standard); nextIndexRotationStandardTurretsSet++; } else { if (indexRotationHeavyTurretsSet < nbrHeavyRotationTurretSets) { indexRotationHeavyTurretsSet = nextIndexRotationHeavyTurretsSet; PlayerStats.current.changeSet(indexRotationHeavyTurretsSet, SetTypeActive.Heavy); nextIndexRotationHeavyTurretsSet++; } if (nextIndexRotationHeavyTurretsSet == nbrHeavyRotationTurretSets) //Go back to standard turret sets { nextIndexRotationHeavyTurretsSet = 0; nextIndexRotationStandardTurretsSet = 0; setTypeActive = SetTypeActive.Standard; } } if (nbrHeavyRotationTurretSets == 0 && nextIndexRotationStandardTurretsSet == nbrStandardRotationTurretSets) //if no heavy turret set, go back to the first standard turret set { nextIndexRotationStandardTurretsSet = 0; } }
public void changeSet(int id, SetTypeActive setTypeActive) { //Animate sets GameObject previousTurretSet = actualTurretSet; if (setTypeActive == SetTypeActive.Standard) { actualTurretSet = turretSets[id]; } else { actualTurretSet = turretSets[id + 3]; } previousTurretSet.GetComponent <Animator>().Play("Out"); actualTurretSet.GetComponent <Animator>().Play("In"); //Change indicator for (int i = 0; i < standardTurretSetIndicators.Length; i++) { if (i < Battleship.current.nbrStandardRotationTurretSets) { standardTurretSetIndicators[i].sprite = turretSetSpritesIndicator[i]; } else { standardTurretSetIndicators[i].sprite = noSetSprite; } } for (int i = 0; i < heavyTurretSetIndicators.Length; i++) { if (i < Battleship.current.nbrHeavyRotationTurretSets) { heavyTurretSetIndicators[i].sprite = turretSetSpritesIndicator[i]; } else { heavyTurretSetIndicators[i].sprite = noSetSprite; } } if (setTypeActive == SetTypeActive.Standard) { standardTurretSetIndicators[id].sprite = turretSetSpritesHighlightIndicator[id]; } else { heavyTurretSetIndicators[id].sprite = turretSetSpritesHighlightIndicator[id]; } }