// Use this for initialization IEnumerator Start() { var customizer = new SpriteCustomizer(image, color, index); yield return(StartCoroutine(customizer.Customize())); GetComponentInChildren <SpriteRenderer>().sprite = customizer.Sprite; gameObject.layer = LayerMask.NameToLayer($"Player{index}"); }
private IEnumerator ShootArrow() { timeBeforeNextArrow = arrowDelay; var spriteCustomizer = new SpriteCustomizer(arrowImage, color, index); yield return(StartCoroutine(spriteCustomizer.Customize())); var arrow = Instantiate(arrowPrefab, rotationObject.transform.position, rotationObject.transform.rotation); arrow.GetComponent <ArrowAI>().player = this; arrow.GetComponent <SpriteRenderer>().sprite = spriteCustomizer.Sprite; IncrementScore(-1); }
private IEnumerator UpdateColor() { var id = ++request; var color = lastColor; var customizer = new SpriteCustomizer(image, color, index); yield return(StartCoroutine(customizer.Customize())); if (validated < id) { validated = id; GetComponent <RawImage>().texture = customizer.Texture; } }