// Changes the color public void SetStatus(PlayerState.PlayerStatus status) { switch (status) { case PlayerState.PlayerStatus.HEALED: text.color = Game.colors.healed; break; case PlayerState.PlayerStatus.INFECTED: text.color = Game.colors.infected; break; case PlayerState.PlayerStatus.REVENGE: text.color = Game.colors.revenge; break; case PlayerState.PlayerStatus.GHOST: text.color = Game.colors.ghost; break; } }
public static void Change(bool affich) { print("Disparition : " + affich); afficher = affich; if (affich) { if (PlayerNetwork.local.playerState.Status != PlayerState.PlayerStatus.GHOST) { s = PlayerNetwork.local.playerState.Status; PlayerNetwork.local.SendSetStatus(PlayerState.PlayerStatus.GHOST); } time = 30; chrono = false; } else { Player.alterations[5] = false; AffichagePowerUpJoueur.MaJ(Player.alterations); PlayerNetwork.local.SendSetStatus(s, true); s = PlayerState.PlayerStatus.GHOST; } }
// Start is called before the first frame update void Start() { s = PlayerState.PlayerStatus.GHOST; }