HeavenStudioPlus/Assets/Scripts/Games/ForkLifter/ForkLifterHand.cs

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using RhythmHeavenMania.Util;
namespace RhythmHeavenMania.Games.ForkLifter
{
public class ForkLifterHand : MonoBehaviour
{
public SpriteRenderer fastSprite;
public Sprite[] fastSprites;
List<Beatmap.Entity> allPlayerActions;
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public void CheckNextFlick()
{
allPlayerActions = EventCaller.GetAllInGameManagerListExcept("forkLifter", new string[] { "gulp", "sigh", "prepare" });
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if (GameManager.instance.currentPlayerEvent < allPlayerActions.Count)
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{
switch (allPlayerActions[GameManager.instance.currentPlayerEvent].datamodel.Split('/')[1])
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{
case "pea":
ForkLifter.instance.peaPreview.sprite = ForkLifter.instance.peaSprites[0];
fastSprite.sprite = fastSprites[0];
break;
case "topbun":
fastSprite.sprite = fastSprites[0];
ForkLifter.instance.peaPreview.sprite = ForkLifter.instance.peaSprites[1];
break;
case "burger":
fastSprite.sprite = fastSprites[1];
ForkLifter.instance.peaPreview.sprite = ForkLifter.instance.peaSprites[2];
break;
case "bottombun":
fastSprite.sprite = fastSprites[0];
ForkLifter.instance.peaPreview.sprite = ForkLifter.instance.peaSprites[3];
break;
}
}
else
{
ForkLifter.instance.peaPreview.sprite = null;
}
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}
public void Prepare()
{
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Jukebox.PlayOneShotGame("forkLifter/flickPrepare");
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GetComponent<Animator>().Play("Hand_Prepare");
}
}
}