private void switchMoodHeadSprite(ENUM_TitoMood mood) { switch (mood) { case ENUM_TitoMood.HAPPY: _titoHead.GetComponent <SpriteRenderer>().sprite = _happy; _headIcon.sprite = _happy; break; case ENUM_TitoMood.SAD: _titoHead.GetComponent <SpriteRenderer>().sprite = _sad; _headIcon.sprite = _sad; break; case ENUM_TitoMood.SUPERHAPPY: _titoHead.GetComponent <SpriteRenderer>().sprite = _superHappy; _headIcon.sprite = _superHappy; break; case ENUM_TitoMood.NORMAL: _titoHead.GetComponent <SpriteRenderer>().sprite = _normal; _headIcon.sprite = _normal; break; } }
private void switchMoodAnimation(ENUM_TitoMood mood) { switch (mood) { case ENUM_TitoMood.HAPPY: _animator.Play(Animator.StringToHash(HAPPY_ANIMATION), -1, 0f); break; case ENUM_TitoMood.SAD: _animator.Play(Animator.StringToHash(SAD_ANIMATION), -1, 0f); break; case ENUM_TitoMood.SUPERHAPPY: _animator.Play(Animator.StringToHash(SUPER_HAPPY_ANIMATION), -1, 0f); break; case ENUM_TitoMood.NORMAL: _animator.Play(Animator.StringToHash(NORMAL_ANIMATION), -1, 0f); break; } }
private void setMood() { if (_moodlevel <= 100 && _moodlevel > 75) { _mood = ENUM_TitoMood.SUPERHAPPY; } else if (_moodlevel <= 75 && _moodlevel > 50) { _mood = ENUM_TitoMood.HAPPY; } else if (_moodlevel <= 50 && _moodlevel > 25) { _mood = ENUM_TitoMood.NORMAL; } else if (_moodlevel <= 25 && _moodlevel >= 0) { _mood = ENUM_TitoMood.SAD; } setMaxNumberOfLives(); switchMoodHeadSprite(_mood); switchMoodAnimation(_mood); updateMoodBar(); }