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<GameManager.Event> allPlayerActions;
public static ForkLifterHand instance { get; set; }
private void Awake()
{
instance = this;
}
public void CheckNextFlick()
{
allPlayerActions = GameManager.instance.Events.FindAll(c => c.eventName != "gulp" && c.eventName != "sigh" && c.eventName != "prepare");
/*if (GameManager.instance.currentEventPlayer < allPlayerActions.Count)
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{
switch (allPlayerActions[GameManager.instance.currentEventPlayer].eventName)
{
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()
{
Jukebox.PlayOneShot("flickPrepare");
GetComponent<Animator>().Play("Hand_Prepare");
}
}
}