public void ChangeMinAppearance(MinsType mintype) { switch (mintype) { case MinsType.Block: playerSpriteRenderer.sprite = playerBlockSprite; break; case MinsType.Floor: playerSpriteRenderer.sprite = playerFloorSprite; break; case MinsType.Burst: playerSpriteRenderer.sprite = playerBurstSprite; break; case MinsType.Projectile: playerSpriteRenderer.sprite = playerProjectileSprite; break; default: playerSpriteRenderer.sprite = playerOriginalSprite; break; } }
public MinLight GetMins(MinsType minType) { if (!MinsPoolContainer.ContainsKey(minType)) { return(null); } var minList = MinsPoolContainer[minType]; MinLight minGot = null; foreach (var minLight in minList) { //TODO find a better way to keep them active/inactive. Active doing their job. Inactive is disabled or just following the player. if (!minLight.gameObject.activeSelf) { minLight.gameObject.SetActive(true); minLight.GetComponent <Collider>().enabled = true; minGot = minLight; minGot.transform.parent = null; break; } } return(minGot); }
private void CycleCurrentMinType() { var currentMinInt = (int)currentMinType; currentMinInt++; currentMinInt %= numTypes; currentMinType = (MinsType)currentMinInt; playerAppearance.ChangeMinAppearance(currentMinType); currentDeployState = currentDeployState.NextState; }
public MinSpawnLight GetSpawn(MinsType minType) { if (!MinsSpawnConainer.ContainsKey(minType)) { return(null); } var minSpawnList = MinsSpawnConainer[minType]; MinSpawnLight spawnGot = null; foreach (var minSpawn in minSpawnList) { if (!minSpawn.gameObject.activeSelf) { minSpawn.gameObject.SetActive(true); minSpawn.GetComponent <Collider>().enabled = true; spawnGot = minSpawn; spawnGot.transform.parent = null; break; } } return(spawnGot); }