private void SetInitialColors(ColorType ColorType, ColorHue ColorHue) { if (ColorType == ColorType.Primary) { // Setting Player Color int ColorIndex = ReturnColorInt(ColorHue); if (ColorIndex < 0) { ColorIndex = Random.Range(0, 3); } _secondaryColor = _primaryColorArray[ColorIndex]; switch (ColorIndex) { case 0: _currentColor = "Red"; break; case 1: _currentColor = "Yellow"; break; case 2: _currentColor = "Blue"; break; } } else if (ColorType == ColorType.Secondary) { // Setting Player Color int ColorIndex = ReturnColorInt(ColorHue); if (ColorIndex < 0) { ColorIndex = Random.Range(0, 3); } _secondaryColor = _secondaryColorArray[ColorIndex]; switch (ColorIndex) { case 0: _currentColor = "Green"; break; case 1: _currentColor = "Purple"; break; case 2: _currentColor = "Orange"; break; } } else if (ColorType == ColorType.Swapper) { // Setting Player Color _swapperColorIndex++; if (_swapperColorIndex > 2) { _swapperColorIndex = 0; } _secondaryColor = _secondaryColorArray[_swapperColorIndex]; switch (_swapperColorIndex) { case 0: _currentColor = "Green"; break; case 1: _currentColor = "Purple"; break; case 2: _currentColor = "Orange"; break; } Debug.Log(_secondaryColor); } else { // Setting Player Color _secondaryColor = _whiteColor; _currentColor = "White"; } foreach (GameObject x in _objectSprites) { x.GetComponent<SpriteRenderer>().color = _secondaryColor; } }
public int ReturnColorInt(ColorHue ColorHue) { switch (ColorHue) { case ColorHue.Red: return 0; case ColorHue.Yellow: return 1; case ColorHue.Blue: return 2; case ColorHue.Green: return 0; case ColorHue.Purple: return 0; case ColorHue.Orange: return 1; case ColorHue.Random: return -1; } return -1; }