private void checkState() { switch (fishState) { case FishState.Full: if (hunger <= feedingInterval * 1.0f) { fishState = FishState.Sick; image.sprite = sprite[2]; } else if (hunger <= feedingInterval * 2.0f) { fishState = FishState.Norm; image.sprite = sprite[1]; } break; case FishState.Norm: if (hunger > feedingInterval * 2.0f) { fishState = FishState.Full; image.sprite = sprite[0]; } else if (hunger <= feedingInterval * 1.0f) { fishState = FishState.Sick; image.sprite = sprite[2]; } break; case FishState.Sick: if (hunger > feedingInterval * 1.0f) { if (hunger > feedingInterval * 2.0f) { fishState = FishState.Full; image.sprite = sprite[0]; } else if (hunger > feedingInterval * 1.0f) { fishState = FishState.Norm; image.sprite = sprite[1]; } } else if (hunger <= 0) { fishState = FishState.Dead; image.sprite = sprite[3]; } break; default: fishState = FishState.Dead; image.sprite = sprite[3]; break; } if (age >= ageUpAt) { if (nextStage) { count++; FishManager temp = Instantiate(nextStage, gameObject.transform.position, Quaternion.identity).GetComponent <FishManager>(); temp.setHunger(hunger); temp.getCount = count; //temp.splashIn = false; Destroy(gameObject); } else { fishState = FishState.Dead; image.sprite = sprite[3]; } } }