MapState mp; //State for map // Start is called before the first frame update void Start() { state1 = startState; state2 = startState; mp = startMap; Char1.GetComponent <Image>().sprite = state1.GetStateSprite(); //These put the proper images on the select screen Char2.GetComponent <Image>().sprite = state2.GetStateSprite(); MapIm.GetComponent <Image>().sprite = mp.GetStateSprite(); }
private void ManageState() //Changes the states based on player input { var nextStates = state1.GetNextStates(); //Gets list of available character states for P1 if (Input.GetKeyDown(KeyCode.A)) { Debug.Log("Left Pressed"); state1 = nextStates[1]; } else if (Input.GetKeyDown(KeyCode.D)) { Debug.Log("Right Pressed"); state1 = nextStates[0]; } nextStates = state2.GetNextStates(); //Gets list of available character states for P2 if (Input.GetKeyDown(KeyCode.LeftArrow)) { Debug.Log("A Pressed"); state2 = nextStates[1]; } else if (Input.GetKeyDown(KeyCode.RightArrow)) { Debug.Log("D Pressed"); state2 = nextStates[0]; } var mapnextStates = mp.GetNextStates(); //Gets list of available map states if (Input.GetKeyDown(KeyCode.R)) { Debug.Log("R Pressed"); mp = mapnextStates[0]; } Char1.GetComponent <Image>().sprite = state1.GetStateSprite(); //Updates the images on the screen based on current state Char2.GetComponent <Image>().sprite = state2.GetStateSprite(); MapIm.GetComponent <Image>().sprite = mp.GetStateSprite(); }