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 allPlayerActions; public void CheckNextFlick() { allPlayerActions = EventCaller.GetAllInGameManagerListExcept("forkLifter", new string[] { "gulp", "sigh", "prepare" }); if (GameManager.instance.currentPlayerEvent < allPlayerActions.Count) { switch (allPlayerActions[GameManager.instance.currentPlayerEvent].datamodel.Split('/')[1]) { 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; } } public void Prepare() { Jukebox.PlayOneShotGame("forkLifter/flickPrepare"); GetComponent().Play("Hand_Prepare"); } } }