private void UpdateHairSet() { if (_player.HairSetId != _currentSetId) { _currentSetId = _player.HairSetId; _currentHairSet = FindHairSetById(_currentSetId); } }
private bool AlreadyLoaded(HairSet set) { foreach (var prefab in _hairSetPrefabs) { if (prefab.Value == set) { return(true); } } return(false); }
private void DrawCurrentHairSet() { HairSet set = _currentHairSet; if (set != null) { switch (_player.SpriteOrientation) { case Direction.Forward: _spriteRenderer.sprite = set.Back; transform.localPosition = set.BackOffset; break; case Direction.Backward: _spriteRenderer.sprite = set.Front; transform.localPosition = set.FrontOffset; break; case Direction.Left: _spriteRenderer.sprite = set.Left; transform.localPosition = set.LeftOffset; break; case Direction.Right: _spriteRenderer.sprite = set.Right; transform.localPosition = set.RightOffset; break; default: throw new ArgumentOutOfRangeException(); } } else { _spriteRenderer.sprite = null; } _spriteRenderer.color = _defaultHairColor; // TODO Getting hair color from Player object }