void Update() { switch (state) { case LuigiState.AT_FLOOR_1_ARMS_DOWN: if (Input.GetKeyDown(KeyCode.Z)) { state = LuigiState.AT_FLOOR_2_ARMS_DOWN; audioSource.PlayOneShot(movementAudio); } break; case LuigiState.AT_FLOOR_2_ARMS_DOWN: if (Input.GetKeyDown(KeyCode.Z)) { state = LuigiState.AT_FLOOR_3; audioSource.PlayOneShot(movementAudio); } else if (Input.GetKeyDown(KeyCode.S)) { state = LuigiState.AT_FLOOR_1_ARMS_DOWN; audioSource.PlayOneShot(movementAudio); } break; case LuigiState.AT_FLOOR_3: if (Input.GetKeyDown(KeyCode.S)) { state = LuigiState.AT_FLOOR_2_ARMS_DOWN; audioSource.PlayOneShot(movementAudio); } break; } }
public void ResetState() { if (state == LuigiState.AT_FLOOR_1_ARMS_UP) { state = LuigiState.AT_FLOOR_1_ARMS_DOWN; } else if (state == LuigiState.AT_FLOOR_2_ARMS_UP) { state = LuigiState.AT_FLOOR_2_ARMS_DOWN; } else if (state == LuigiState.DROPPING) { state = LuigiState.AT_FLOOR_3; } }
public void UpdateState() { if (state == LuigiState.AT_FLOOR_1_ARMS_DOWN) { state = LuigiState.AT_FLOOR_1_ARMS_UP; audioSource.PlayOneShot(passBoxAudio); } else if (state == LuigiState.AT_FLOOR_2_ARMS_DOWN) { state = LuigiState.AT_FLOOR_2_ARMS_UP; audioSource.PlayOneShot(passBoxAudio); } else if (state == LuigiState.AT_FLOOR_3) { state = LuigiState.DROPPING; audioSource.PlayOneShot(passBoxAudio); } }
void Start() { state = LuigiState.AT_FLOOR_1_ARMS_DOWN; audioSource = GetComponent <AudioSource>(); }