public void InheritDirectionandRotation(Sprite past_sprite, Vector3 scale, Vector3 angle, GameObjectDirection dir) { sr.sprite = past_sprite; transform.eulerAngles = angle; transform.localScale = scale; gameobjectdir = dir; }
public void DirectionRight(GameObject obj) { if (gameobjectdir == GameObjectDirection.Left) { obj.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); gameobjectdir = GameObjectDirection.Right; } }
public void DirectionLeft(GameObject obj) { /* * if (gameobjectdir != GameObjectDirection.Left) * { * obj.transform.Rotate(new Vector3(0f, 0f, 90f), Space.World); * gameobjectdir = GameObjectDirection.Left; * }*/ if (gameobjectdir == GameObjectDirection.Right) { obj.transform.localScale = new Vector3(-1.0f, 1.0f, 1.0f); gameobjectdir = GameObjectDirection.Left; } }
public void DragonSingleDirection(Sprite SingleDirection, GameObjectDirection new_dir) { sr.sprite = SingleDirection; if (new_dir == GameObjectDirection.Left) { transform.localRotation = new Quaternion(0, 0, 0, 0); transform.localScale = new Vector3(-1.0f, -1.0f, 1.0f); } else if (new_dir == GameObjectDirection.Right) { transform.localRotation = new Quaternion(0, 0, 0, 0); transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); } else if (new_dir == GameObjectDirection.Up) { transform.eulerAngles = new Vector3(0, 0, 90); transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); } else if (new_dir == GameObjectDirection.Down) { transform.eulerAngles = new Vector3(0, 0, 90); transform.localScale = new Vector3(-1.0f, -1.0f, 1.0f); } }
public void DragonCurveDirection(Sprite Curve, Sprite Curve_1, GameObjectDirection god) { sr.sprite = Curve; if (gameobjectdir == GameObjectDirection.Right) { if (god == GameObjectDirection.Up) { sr.sprite = Curve_1; transform.eulerAngles = new Vector3(0, 0, 180); transform.localScale = new Vector3(1.0f, -1.0f, 1.0f); //Debug.Log("Right + Up"); } else if (god == GameObjectDirection.Down) { transform.eulerAngles = new Vector3(0, 0, 180); transform.localScale = new Vector3(1.0f, -1.0f, 1.0f); // Debug.Log("Right + Down"); } } else if (gameobjectdir == GameObjectDirection.Left) { if (god == GameObjectDirection.Up) { transform.eulerAngles = new Vector3(0, 0, 0); transform.localScale = new Vector3(1.0f, -1.0f, 1.0f); //Debug.Log("Left + Up"); } else if (god == GameObjectDirection.Down) { sr.sprite = Curve_1; transform.eulerAngles = new Vector3(0, 0, 0); transform.localScale = new Vector3(1.0f, -1.0f, 1.0f); //Debug.Log("Left + Down"); } } else if (gameobjectdir == GameObjectDirection.Up) { if (god == GameObjectDirection.Right) { transform.eulerAngles = new Vector3(0, 0, 90); transform.localScale = new Vector3(-1.0f, 1.0f, 1.0f); //Debug.Log("Up + Right"); } else if (god == GameObjectDirection.Left) { sr.sprite = Curve_1; transform.eulerAngles = new Vector3(0, 0, -90); transform.localScale = new Vector3(1.0f, -1.0f, 1.0f); // Debug.Log("Up + Left"); } } else if (gameobjectdir == GameObjectDirection.Down) { if (god == GameObjectDirection.Right) { sr.sprite = Curve_1; transform.eulerAngles = new Vector3(0, 0, 90); transform.localScale = new Vector3(1.0f, -1.0f, 1.0f); //Debug.Log("Down + Right"); } else if (god == GameObjectDirection.Left) { transform.eulerAngles = new Vector3(0, 0, 90); transform.localScale = new Vector3(1.0f, -1.0f, 1.0f); //Debug.Log("Down + Left"); } } gameobjectdir = god; }
public void SetDirection(GameObjectDirection dir) { gameobjectdir = dir; sr = GetComponent <SpriteRenderer>(); }