using UnityEngine; public class SPR_CopyRenderer : MonoBehaviour { [Header("-- Variables --")] [SerializeField] private SpriteRenderer Renderer; [SerializeField] private SpriteRenderer Target; [Space(10f)] [SerializeField] private bool Enabled = true; [Space(10f)] [Header("-- Optional --")] [SerializeField] private SpriteMask RenderMask; [Header("-- Player Specific --")] [SerializeField] private bool TargetPlayer; private SpriteRenderer StoredSpriteRenderer; private void LateUpdate() { if (!Enabled) { return; } if (!TargetPlayer) { if (Target != null) { if (Renderer != null) { Renderer.sprite = Target.sprite; } if (RenderMask != null) { RenderMask.sprite = Target.sprite; } } } else { if (!(PlayerManager.Instance != null)) { return; } if (StoredSpriteRenderer == null) { StoredSpriteRenderer = PlayerManager.Instance._PAnimation.GetComponent(); return; } Renderer.sprite = StoredSpriteRenderer.sprite; if (RenderMask != null) { RenderMask.sprite = StoredSpriteRenderer.sprite; } } } }