private void Look(LookDirection direction) { currentCollision.StopLook(); switch (direction) { case LookDirection.Left: spriteRenderer.sprite = listSprites[0]; currentCollision = listCollisions[0]; break; case LookDirection.Right: spriteRenderer.sprite = listSprites[1]; currentCollision = listCollisions[1]; break; case LookDirection.Top: spriteRenderer.sprite = listSprites[2]; currentCollision = listCollisions[2]; break; case LookDirection.Bot: spriteRenderer.sprite = listSprites[3]; currentCollision = listCollisions[3]; break; } currentCollision.StartLook(); }
// Start is called before the first frame update void Start() { peterHead = GetComponentInChildren <PeterHead>(); flyManager = GameObject.FindObjectOfType <FlyManager>(); PeterEatBehaviour = GetComponentInParent <PeterEatBehaviour>(); spriteRenderer = GetComponentInChildren <SpriteRenderer>(); listCollisions = GetComponentsInChildren <EyeCollision>(); currentCollision = listCollisions[0]; spriteIdle = spriteRenderer.sprite; timeTotalRange = Random.Range(totalMin, totalMax); StopLooking(); }