void UpdateThorState()
    {
        AudioSource audio = gameObject.GetComponent <AudioSource> ();

        if (beerometer.value > dangerZone)
        {
            currentState = ThorState.drunk;


            if (!audio.isPlaying)
            {
                audio.Play();
                audio.time = 37.00f;
            }
        }
        else if (beerometer.value > happyZone)
        {
            currentState = ThorState.happy;
            if (audio.isPlaying)
            {
                audio.Stop();
                //audio.Fa
            }
        }
        else
        {
            if (audio.isPlaying)
            {
                audio.Stop();
            }
            currentState = ThorState.normal;
        }
    }
    void UpdateThorState()
    {
        AudioSource audio = gameObject.GetComponent < AudioSource > ();
        if (beerometer.value > dangerZone) {
            currentState = ThorState.drunk;

            if (!audio.isPlaying) {
                audio.Play ();
                audio.time = 37.00f;
            }
        } else if (beerometer.value > happyZone) {
            currentState = ThorState.happy;
            if (audio.isPlaying) {
                audio.Stop ();
                //audio.Fa
            }
        } else {
            if (audio.isPlaying) {
                audio.Stop ();
            }
            currentState = ThorState.normal;
        }
    }
    // Update is called once per frame
    void Update()
    {
        HandleInput();
        Move();

        UpdateThorState();

        // increase the score slowly
        score += Time.deltaTime * (beerometer.value + 1);

        UpdateScoreText();

        if (Input.GetKeyDown (KeyCode.C)) {
            beerometer.value += 0.1f;
        } else {
            beerometer.value -= Time.deltaTime * 0.3f;

            if (beerometer.value < minBeerValue) {
                beerometer.value = minBeerValue;
            }

            // Change graphics depending on state
            if( currentState == ThorState.drunk ) { // if thor is drunk
                // make the beer o meter red
                SliderImage.color = Color.Lerp( SliderImage.color, Color.red, 0.1f );

                // make thor look drunk
                if(currentState != previousState) face.sprite = drunkenSprite;

                // randomize movement
                if( i++ % 2 == 0 ) {
                    float DrunkenSpeed = Random.Range( -22, 22 );
                    rigidBody.velocity = new Vector2( DrunkenSpeed, rigidBody.velocity.y );
                }

                if( currentState != previousState ) {
                    // Make the text spin when thor is drunk
                    dangerText1.SetActive( true );
                    dangerText2.SetActive( true );
                    dangerText3.SetActive( true );
                }

                dangerText1.GetComponent<Transform>().Rotate( new Vector3( 2, 2, 2 ) );
                dangerText2.GetComponent<Transform>().Rotate( new Vector3( 1, 1, 1 ) );
                dangerText3.GetComponent<Transform>().Rotate( new Vector3( 3, 3, 3 ) );

            } else if( currentState == ThorState.happy ) {
                if( currentState != previousState ) face.sprite = happySprite;
            } else {
                if( currentState != previousState ) {
                    face.sprite = normalSprite;

                    //dangerText1.color = Color.Lerp( SliderImage.color, beercolor, 0.2f );
                    //dangerText2.color = Color.Lerp( SliderImage.color, beercolor, 0.2f );
                    //dangerText3.color = Color.Lerp( SliderImage.color, beercolor, 0.2f );

                    dangerText1.SetActive( false );
                    dangerText2.SetActive( false );
                    dangerText3.SetActive( false );
                }
            }

            if( currentState != ThorState.drunk ) {
                SliderImage.color = Color.Lerp( SliderImage.color, beercolor, 0.2f );
            }
        }

        // save thors state for next frame
        previousState = currentState;
    }
    // Update is called once per frame
    void Update()
    {
        HandleInput();
        Move();

        UpdateThorState();

        // increase the score slowly
        score += Time.deltaTime * (beerometer.value + 1);

        UpdateScoreText();

        if (Input.GetKeyDown(KeyCode.C))
        {
            beerometer.value += 0.1f;
        }
        else
        {
            beerometer.value -= Time.deltaTime * 0.3f;

            if (beerometer.value < minBeerValue)
            {
                beerometer.value = minBeerValue;
            }

            // Change graphics depending on state
            if (currentState == ThorState.drunk)    // if thor is drunk
            // make the beer o meter red
            {
                SliderImage.color = Color.Lerp(SliderImage.color, Color.red, 0.1f);

                // make thor look drunk
                if (currentState != previousState)
                {
                    face.sprite = drunkenSprite;
                }

                // randomize movement
                if (i++ % 2 == 0)
                {
                    float DrunkenSpeed = Random.Range(-22, 22);
                    rigidBody.velocity = new Vector2(DrunkenSpeed, rigidBody.velocity.y);
                }

                if (currentState != previousState)
                {
                    // Make the text spin when thor is drunk
                    dangerText1.SetActive(true);
                    dangerText2.SetActive(true);
                    dangerText3.SetActive(true);
                }

                dangerText1.GetComponent <Transform>().Rotate(new Vector3(2, 2, 2));
                dangerText2.GetComponent <Transform>().Rotate(new Vector3(1, 1, 1));
                dangerText3.GetComponent <Transform>().Rotate(new Vector3(3, 3, 3));
            }
            else if (currentState == ThorState.happy)
            {
                if (currentState != previousState)
                {
                    face.sprite = happySprite;
                }
            }
            else
            {
                if (currentState != previousState)
                {
                    face.sprite = normalSprite;

                    //dangerText1.color = Color.Lerp( SliderImage.color, beercolor, 0.2f );
                    //dangerText2.color = Color.Lerp( SliderImage.color, beercolor, 0.2f );
                    //dangerText3.color = Color.Lerp( SliderImage.color, beercolor, 0.2f );

                    dangerText1.SetActive(false);
                    dangerText2.SetActive(false);
                    dangerText3.SetActive(false);
                }
            }

            if (currentState != ThorState.drunk)
            {
                SliderImage.color = Color.Lerp(SliderImage.color, beercolor, 0.2f);
            }
        }

        // save thors state for next frame
        previousState = currentState;
    }