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using System;
using PowerTools;
using UnityEngine;
public class SkinLayer : MonoBehaviour
{
public bool Flipped
{
set
{
this.layer.flipX = value;
}
}
public bool Visible
{
set
{
this.layer.enabled = value;
}
}
public SpriteRenderer layer;
public SpriteAnim animator;
public SkinData skin;
public void SetRun()
{
if (!this.skin || !this.animator)
{
this.SetGhost();
return;
}
if (!this.animator.IsPlaying(this.skin.RunAnim))
{
this.animator.Play(this.skin.RunAnim, 1f);
}
}
public void SetSpawn(float time = 0f)
{
if (!this.skin || !this.animator)
{
this.SetGhost();
return;
}
this.animator.Play(this.skin.SpawnAnim, 1f);
this.animator.Time = time;
}
public void SetExitVent()
{
if (!this.skin || !this.animator)
{
this.SetGhost();
return;
}
this.animator.Play(this.skin.ExitVentAnim, 1f);
}
public void SetEnterVent()
{
if (!this.skin || !this.animator)
{
this.SetGhost();
return;
}
this.animator.Play(this.skin.EnterVentAnim, 1f);
}
public void SetIdle()
{
if (!this.skin || !this.animator)
{
this.SetGhost();
return;
}
if (!this.animator.IsPlaying(this.skin.IdleAnim))
{
this.animator.Play(this.skin.IdleAnim, 1f);
}
}
public void SetGhost()
{
if (!this.animator)
{
return;
}
this.animator.Stop();
this.layer.sprite = null;
}
internal void SetSkin(uint skinId)
{
this.skin = DestroyableSingleton<HatManager>.Instance.GetSkinById(skinId);
this.SetIdle();
}
}
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