void UpdateSpriteOnKeyWithIdle(Actions action, bool released, System.Action <Collider2D, ResultType> callback) { if (released) { if (actionsStarted.Contains(action)) { actionsStarted.Remove(action); } if (actionsStarted.Count == 0) { rend.sprite = spritesToUse[spritesToUse.Count - 1].GetSprite(); SetCollider(callback, spritesToUse.Count - 1); } else { rend.sprite = spritesToUse[actionsToMap.IndexOf(actionsStarted[actionsStarted.Count - 1])].GetSprite(); SetCollider(callback, actionsToMap.IndexOf(actionsStarted[actionsStarted.Count - 1])); } StaticDelegates.PlayAudio(false); } else { if (actionsToMap.Contains(action)) { actionsStarted.Add(action); rend.sprite = spritesToUse[actionsToMap.IndexOf(action)].GetSprite(); SetCollider(callback, actionsToMap.IndexOf(action)); StaticDelegates.PlayAudio(false); } } }
bool Collection() { if (coll.enabled == false) { return(false); } Collider2D c = Physics2D.OverlapBox(coll.bounds.center, coll.bounds.extents * 2f, this.transform.eulerAngles.z, (1 << LayerMask.NameToLayer("Item"))); if (c != null) { c.gameObject.transform.parent = this.gameObject.transform; c.gameObject.layer = LayerMask.NameToLayer("Player"); this.coll = c; StaticDelegates.PlayAudio(true); } if (this.transform.childCount == NumItemsToCollect) { return(true); } return(false); }
void CycleSprite(System.Action <Collider2D, ResultType> callback) { currentSpriteIndex = (currentSpriteIndex + 1) % spritesToUse.Count; rend.sprite = spritesToUse[currentSpriteIndex].GetSprite(); SetCollider(callback, currentSpriteIndex); StaticDelegates.PlayAudio(false); }
void OnEvent() { if (currentSpriteIndex < spritesToUse.Count) { rend.sprite = spritesToUse[currentSpriteIndex].GetSprite(); currentSpriteIndex += 1; } StaticDelegates.PlayAudio(false); }
void UpdateSpriteOnKey(Actions action, System.Action <Collider2D, ResultType> callback) { for (int i = 0; i < actionsToMap.Count; ++i) { if (actionsToMap[i] == action) { rend.sprite = spritesToUse[i].GetSprite(); SetCollider(callback, i); StaticDelegates.PlayAudio(false); } } }
private void Update() { if (movement.CanCurrentlyMove()) { if (completionFunction()) { StaticDelegates.PlayAudio(true); Debug.Log(spriteResult + " " + locationResult + " " + result); result = spriteResult != ResultType.None ? spriteResult : (locationResult != ResultType.None ? locationResult : ResultType.Win); GameManager.GameFinished(result); } } }
void ToggleSprite(bool released, System.Action <Collider2D, ResultType> callback) { if (spritesToUse.Count < 2) { return; } if (released) { rend.sprite = spritesToUse[0].GetSprite(); SetCollider(callback, 0); } else { rend.sprite = spritesToUse[1].GetSprite(); SetCollider(callback, 1); StaticDelegates.PlayAudio(false); } }