void UpdateSpriteBinState() { if (MachineUnattached) { baseSpriteHandler.ChangeSprite(1); overlaysSpriteHandler.PushClear(); return; } switch (binState) { case BinState.Disconnected: rechargeSFX.Stop(); baseSpriteHandler.ChangeSprite(0); overlaysSpriteHandler.PushClear(); break; case BinState.Off: rechargeSFX.Stop(); baseSpriteHandler.ChangeSprite(0); overlaysSpriteHandler.PushClear(); break; case BinState.Ready: rechargeSFX.Stop(); baseSpriteHandler.ChangeSprite(0); overlaysSpriteHandler.ChangeSprite(1); break; case BinState.Flushing: rechargeSFX.Stop(); baseSpriteHandler.ChangeSprite(2); overlaysSpriteHandler.PushClear(); break; case BinState.Recharging: rechargeSFX.Play(); baseSpriteHandler.ChangeSprite(0); overlaysSpriteHandler.ChangeSprite(0); break; } BinStateUpdated?.Invoke(); }
private void UpdateSpriteBinState() { if (MachineUnattached) { baseSpriteHandler.ChangeSprite((int)BinSprite.Sideways); overlaysSpriteHandler.PushClear(); return; } switch (binState) { case BinState.Disconnected: baseSpriteHandler.ChangeSprite((int)BinSprite.Upright); overlaysSpriteHandler.PushClear(); break; case BinState.Off: baseSpriteHandler.ChangeSprite((int)BinSprite.Upright); overlaysSpriteHandler.PushClear(); break; case BinState.Ready: baseSpriteHandler.ChangeSprite((int)BinSprite.Upright); overlaysSpriteHandler.ChangeSprite((int)BinOverlaySprite.Ready); break; case BinState.Flushing: baseSpriteHandler.ChangeSprite((int)BinSprite.Flushing); overlaysSpriteHandler.PushClear(); break; case BinState.Recharging: baseSpriteHandler.ChangeSprite((int)BinSprite.Upright); overlaysSpriteHandler.ChangeSprite((int)BinOverlaySprite.Charging); break; } BinStateUpdated?.Invoke(); }