public static PlayerCharacter GetCharacterLeft() { if (CharacterSelector.AreAllPlayersDead() == true) { Debug.LogError("GAME OVER!"); return(null); } PlayerCharacter nextPlayer = null; if (CharacterSelector.currentCharacterIndex == 0) { CharacterSelector.currentCharacterIndex = CharacterSelector.characterNameList.Count - 1; nextPlayer = CharacterSelector.GetCharacterByType(CharacterSelector.characterNameList[CharacterSelector.characterNameList.Count - 1]); if (nextPlayer.isDead == true) { return(CharacterSelector.GetCharacterLeft()); } return(nextPlayer); } nextPlayer = CharacterSelector.GetCharacterByType(CharacterSelector.characterNameList[--CharacterSelector.currentCharacterIndex]); if (nextPlayer.isDead == true) { return(CharacterSelector.GetCharacterLeft()); } return(nextPlayer); }
// Update is called once per frame private void Update() { if (this.currentControls.movementControl != null) { this.velocity = this.currentControls.movementControl.Vector; } else { this.velocity = Vector2.zero; } if (this.currentControls.rotateControl != null) { this.rotateDirection = this.currentControls.rotateControl.Vector; } else { this.rotateDirection = Vector2.zero; } if (this.currentControls.characterSelectLeft != null && this.currentControls.characterSelectRight.WasPressed) { this.SwapCharacter(CharacterSelector.GetCharacterRight()); } if (this.currentControls.characterSelectRight != null && this.currentControls.characterSelectLeft.WasPressed) { this.SwapCharacter(CharacterSelector.GetCharacterLeft()); } if (this.currentControls.attackButton != null && this.currentControls.attackButton.WasPressed) { this.Attack(); } if (this.currentControls.attackButton != null && this.currentControls.attackButton.WasReleased) { this.currentCharacter.weapon.continueAttacking = false; } if (this.currentControls.interactButton != null && this.currentControls.interactButton.WasPressed) { this.InteractWithClosestObject(); } if (this.device.Action2.WasPressed) { //this.DropEquipment(this.activeWeapon); //this.DropEquipment(this.activeArmor); this.ApplyStatusEffects(this.activeWeapon); } }