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using UnityEngine;
public class PlayerSkinHandler : MonoBehaviour
{
public bool simpleSkin;
private PlayerSkinParticle[] skins;
private CharacterData data;
private bool inited;
private void Start()
{
Init();
}
private void Init()
{
if (!inited)
{
inited = true;
ToggleSimpleSkin(simpleSkin);
data = GetComponentInParent<CharacterData>();
if (!simpleSkin)
{
GameObject gameObject = Object.Instantiate(PlayerSkinBank.GetPlayerSkinColors(data.player.playerID).gameObject, base.transform.position, base.transform.rotation, base.transform);
skins = gameObject.GetComponentsInChildren<PlayerSkinParticle>();
}
}
}
public void TakeDamageBlink(Vector2 damage, bool selfDamage)
{
BlinkColor(Color.white * 0.95f);
}
public void BlinkColor(Color blinkColor)
{
if (skins != null)
{
for (int i = 0; i < skins.Length; i++)
{
skins[i].BlinkColor(blinkColor);
}
}
}
public void InitSpriteMask(int spriteLayerID)
{
Init();
for (int i = 0; i < skins.Length; i++)
{
skins[i].Init(spriteLayerID);
}
}
public void ToggleSimpleSkin(bool isSimple)
{
simpleSkin = isSimple;
GetComponent<SetPlayerSpriteLayer>().ToggleSimple(isSimple);
}
}
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