void Prepare() { if (GameController.Instance.state != GameState.Preparation) { this.rigidbody.gravityScale = 1; return; } if (action) { Destroy(action); } var rand = Random.Range(0, 4); if (gauge >= 100f) { if (rand <= 1) { rand += Random.Range(0, ((int)gauge / 100) % 3); } } ActionCards card = (ActionCards)rand; switch (card) { case ActionCards.Neutral: action = this.gameObject.AddComponent <NeutralAction>(); break; case ActionCards.Guard: action = this.gameObject.AddComponent <GuardAction>(); break; case ActionCards.Focus: action = this.gameObject.AddComponent <FocusAction>(); break; case ActionCards.Special: action = this.gameObject.AddComponent <SpecialAction>(); break; default: return; } }
void Generate() { var rand = Random.Range(0, 4); RandomizeDirection(); if (GameController.Instance.gauge >= 100f) { moveSpeed = initialMoveSpeed * (GameController.Instance.gauge / 100); if (rand <= 1) { rand += Random.Range(0, ((int)GameController.Instance.gauge / 100) % 3); } } action = (ActionCards)rand; switch (action) { case ActionCards.Neutral: GetComponent <SpriteRenderer>().sprite = cardN; break; case ActionCards.Focus: GetComponent <SpriteRenderer>().sprite = cardF; break; case ActionCards.Special: GetComponent <SpriteRenderer>().sprite = cardS; break; case ActionCards.Guard: GetComponent <SpriteRenderer>().sprite = cardG; break; default: break; } }