Example #1
0
    public void ActFunction(PoopStoryAct e)
    {
        switch (e.PoopMonsterState)
        {
        case PoopMonster.A:
            break;

        case PoopMonster.B:
            break;

        case PoopMonster.C:
            break;

        case PoopMonster.D:
            break;

        case PoopMonster.E:
            break;

        case PoopMonster.F:
            Vector3 tempMonsterPos = transform.position;
            tempMonsterPos.z   = -0.7f;
            transform.position = tempMonsterPos;
            break;
        }
        _priorState = e.PoopMonsterState;
    }
Example #2
0
    void ChainMessage(Actors victim)
    {
        switch (victim)
        {
        case Actors.Hole:
            _chainHandler++;
            Debug.Log(_chainHandler);
            if (_chainHandler == 1)
            {
                _doorState        = Door.locked1;
                _poopMonsterState = PoopMonster.C;
            }
            else if (_chainHandler == 2)
            {
                _doorState        = Door.locked0;
                _poopMonsterState = PoopMonster.B;
            }
            else if (_chainHandler == 3)
            {
                _doorState        = Door.closed;
                _poopMonsterState = PoopMonster.A;
            }
            break;

        default:
            _doorState++;
            _poopMonsterState++;
            break;
        }
    }
Example #3
0
 public PoopStoryAct(Girl girlState, Door doorState, Chain chainState, PoopMonster poopMonsterState, Shadow shadowState, LightsPoop lightsPoopState)
 {
     GirlState        = girlState;
     DoorState        = doorState;
     ChainState       = chainState;
     PoopMonsterState = poopMonsterState;
     ShadowState      = shadowState;
     LightsPoopState  = lightsPoopState;
 }