/// <summary>
    ///
    /// </summary>
    private void Hit()
    {
        // No harm if we're in god mode
        if (GodModeTimeCounter > 0)
        {
            return;
        }

        switch (this.ArmorState)
        {
        case ePlayerArmorState.FullArmor:
            this.ArmorState         = ePlayerArmorState.Naked;
            this.GodModeTimeCounter = 3;
            mAudioSource.clip       = this.AudioHit;
            mAudioSource.Play();
            this.JumpBackwards();
            break;

        case ePlayerArmorState.Frog:
            this.ArmorState         = ePlayerArmorState.Naked;
            this.GodModeTimeCounter = 3;
            mAudioSource.clip       = this.AudioHit;
            mAudioSource.Play();
            this.JumpBackwards();
            break;

        case ePlayerArmorState.Naked:
            this.DieArthurDie();
            break;
        }
    }
    /// <summary>
    ///
    /// </summary>
    public void Pickup(Pickup pPickup)
    {
        switch (pPickup.Type)
        {
        case ePickupType.Armor:
            this.ArmorState        = ePlayerArmorState.FullArmor;
            this.mAudioSource.clip = this.AudioTreasurePickup;
            this.mAudioSource.Play();
            break;

        case ePickupType.Axe:
            this.CurrentWeapon     = eWeapon.Axe;
            this.mAudioSource.clip = this.AudioWeaponPickup;
            this.mAudioSource.Play();
            break;

        case ePickupType.Cross:
            this.Score            += 200;
            this.mAudioSource.clip = this.AudioTreasurePickup;
            this.mAudioSource.Play();
            break;

        case ePickupType.Dagger:
            this.CurrentWeapon     = eWeapon.Dagger;
            this.mAudioSource.clip = this.AudioWeaponPickup;
            this.mAudioSource.Play();
            break;

        case ePickupType.Torch:
            this.CurrentWeapon     = eWeapon.Torch;
            this.mAudioSource.clip = this.AudioWeaponPickup;
            this.mAudioSource.Play();
            break;

        case ePickupType.Shield:
            this.CurrentWeapon     = eWeapon.Shield;
            this.mAudioSource.clip = this.AudioWeaponPickup;
            this.mAudioSource.Play();
            break;

        case ePickupType.Spear:
            this.CurrentWeapon     = eWeapon.Spear;
            this.mAudioSource.clip = this.AudioWeaponPickup;
            this.mAudioSource.Play();
            break;
        }
    }
 /// <summary>
 /// This method is called when arthur dies, so it resets its state and position to the initial value
 /// </summary>
 public void ResetPlayer()
 {
     this.transform.position = mInitialPosition;
     this.ArmorState         = ePlayerArmorState.FullArmor;
     this.State = ePlayerState.Idle;
 }
 /// <summary>
 ///
 /// </summary>
 public void HitByDragonShot()
 {
     this.ArmorState   = ePlayerArmorState.Frog;
     mAudioSource.clip = this.AudioHit;
     mAudioSource.Play();
 }