// Start is called before the first frame update void Start() { Attacking = false; // Set weapon WeaponType = gameObject.transform.parent.GetComponent <CharacterPreset>().WeaponType; switch (WeaponType) { case CharacterPreset.WeaponSelect.Knife: gameObject.GetComponent <SpriteRenderer>().sprite = WeaponBody[0]; gameObject.GetComponent <BoxCollider2D>().size = new Vector2(0.28f, 1.28f); break; case CharacterPreset.WeaponSelect.Sword: gameObject.GetComponent <SpriteRenderer>().sprite = WeaponBody[1]; gameObject.GetComponent <BoxCollider2D>().size = new Vector2(1.17f, 2.56f); break; case CharacterPreset.WeaponSelect.Spear: gameObject.GetComponent <SpriteRenderer>().sprite = WeaponBody[2]; gameObject.GetComponent <BoxCollider2D>().size = new Vector2(0.5f, 5.12f); break; case CharacterPreset.WeaponSelect.Musou: gameObject.GetComponent <SpriteRenderer>().sprite = WeaponBody[2]; gameObject.GetComponent <BoxCollider2D>().size = new Vector2(0.5f, 5.12f); break; } }
// Start is called before the first frame update void Start() { // Set secondary weapon WeaponType = gameObject.transform.parent.GetComponent <CharacterPreset>().WeaponType; switch (WeaponType) { case CharacterPreset.WeaponSelect.Knife: gameObject.GetComponent <SpriteRenderer>().sprite = WeaponBody[0]; gameObject.GetComponent <BoxCollider2D>().size = new Vector2(0.28f, 1.28f); break; case CharacterPreset.WeaponSelect.Sword: gameObject.GetComponent <SpriteRenderer>().sprite = WeaponBody[1]; gameObject.GetComponent <BoxCollider2D>().size = new Vector2(1.17f, 2.56f); gameObject.GetComponent <BoxCollider2D>().offset = new Vector2(0f, 0.75f); break; case CharacterPreset.WeaponSelect.Spear: Debug.Log("Secondary Spear?"); break; case CharacterPreset.WeaponSelect.Musou: gameObject.GetComponent <SpriteRenderer>().sprite = WeaponBody[2]; gameObject.GetComponent <BoxCollider2D>().size = new Vector2(0.5f, 5.12f); break; } }
// Update is called once per frame void Update() { foreach (GameObject panel in ModePanels) { if (panel.activeInHierarchy) { switch (panel.name) { case "Competitive4v4": Mode = GameMainControl.GameModeSelect.Rounded4v4; switch (RoundsOrKills.value) { case 0: WinUnit = 7; break; case 1: WinUnit = 9; break; case 2: WinUnit = 11; break; case 3: WinUnit = 13; break; default: Debug.Log("Illegal win unit!"); WinUnit = 0; break; } break; case "TeamDeadmatch4v4": Mode = GameMainControl.GameModeSelect.KillCount4v4; switch (RoundsOrKills.value) { case 0: WinUnit = 50; break; case 1: WinUnit = 100; break; case 2: WinUnit = 150; break; default: Debug.Log("Illegal win unit!"); WinUnit = 0; break; } break; } } } switch (TeamSelection.value) { case 0: MyTeam = CharacterPreset.TeamSelect.Red; break; case 1: MyTeam = CharacterPreset.TeamSelect.Yellow; break; case 2: MyTeam = CharacterPreset.TeamSelect.Green; break; case 3: MyTeam = CharacterPreset.TeamSelect.Blue; break; } EnemyTeam = QuickSetTeam(MyTeam); switch (WeaponSelection.value) { case 0: MyWeapon = CharacterPreset.WeaponSelect.Knife; break; case 1: MyWeapon = CharacterPreset.WeaponSelect.Sword; break; case 2: MyWeapon = CharacterPreset.WeaponSelect.Spear; break; case 3: MyWeapon = CharacterPreset.WeaponSelect.Musou; break; } switch (ArmorSelection.value) { case 0: MyArmor = 0; break; case 1: MyArmor = 10; break; case 2: MyArmor = 20; break; } }