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; }
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; } }
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; }