public void CallEventBlockRotate(RotateDir dir) { if (eventBlockRotate != null) { eventBlockRotate(dir); } }
public void Rotate_m(RotateDir dir) { switch (dir) { case RotateDir.X: { if (mb.canRotateX) { transform.position = roXPos; } break; } case RotateDir.Y: { if (mb.canRotateY) { transform.position = roYPos; } break; } case RotateDir.Z: { if (mb.canRotateZ) { transform.position = roZPos; } break; } } }
void RotateSubs(RotateDir dir) { CheckRotateable(); for (int i = 0; i < subBlocks.Length; ++i) { subBlocks[i].Rotate_m(dir); } }
void BackToDefaults() { moveSpeed = pf_HorizontalMoveSpeed * Time.deltaTime; CharacterPosition.x = pf_XAxistStartingPosition; CharacterPosition.y = pf_YAxisStartingPosition; CharacterPosition.z = 0; MainCharacter.transform.rotation = Quaternion.identity; b_Stage1 = true; dir = RotateDir.right; StartRotationDone = false; IsPlayerBouncing = false; EndAnimationSequence(); }
// Use this for initialization public void Start() { moveSpeed = pf_HorizontalMoveSpeed * Time.deltaTime; CharacterPosition.x = pf_XAxistStartingPosition; CharacterPosition.y = pf_YAxisStartingPosition; CharacterPosition.z = 0; dir = RotateDir.right; currentPlayer = CurrentPlayer.playerOne; CurrentPlayerString = "Player One"; currentplayercount = 1; // AnimationFinished = true; UIControl = GameObject.Find("UiGameObjectController").GetComponent <uiController>(); uiAnimControl = GameObject.Find("PlayerChangeImage").GetComponent <UIAnimatorControl>(); MainCharacterCollider = MainCharacter.GetComponent <PolygonCollider2D>(); }
public void setRotate(RotateDir dir) { rotateDir = dir; }