Task BuildTask() { Renderer renderer = GetComponent <Renderer>(); List <Task> taskList = new List <Task>(); Task wait = new Wait(1f); Task turnRed = new TurnRed(renderer); Task turnYellow = new TurnYellow(renderer); Task turnBlue = new TurnBlue(renderer); taskList.Add(turnRed); taskList.Add(wait); taskList.Add(turnYellow); taskList.Add(wait); taskList.Add(turnBlue); Sequence sequence = new Sequence(taskList); taskList = new List <Task>(); taskList.Add(sequence); Selector selector = new Selector(taskList); return(selector); }
// Start is called before the first frame update private void Start() { _turnRed = gameObject.GetComponent <TurnRed>(); selected = PlayerPrefs.GetInt("Selcted"); switch (selected) { case 1: sprite.sprite = bow; break; case 2: sprite.sprite = crossbow; break; case 3: sprite.sprite = dual; break; case 4: sprite.sprite = sniper; var light = gameObject.GetComponentsInChildren <Light2D>(); foreach (var light2D in light) { light2D.pointLightOuterRadius *= 2; } break; case 5: sprite.sprite = uzi; break; } }