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 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) { 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; }*/ } public void Prepare() { Jukebox.PlayOneShot("flickPrepare"); GetComponent().Play("Hand_Prepare"); } } }