// Use this for initialization void Start() { zapState = electricityState.groundState; spriteRenderer = GetComponent <SpriteRenderer>(); currentCostume = groundState1; spriteRenderer.sprite = currentCostume; growingZaps = new List <Sprite>(); growingZaps.Add(zap1); growingZaps.Add(zap2); growingZaps.Add(zap3); circleCollider = GetComponent <CircleCollider2D>(); }
// Update is called once per frame void Update() { zapTime += Time.deltaTime; animateTime += Time.deltaTime; switch (zapState) { case electricityState.groundState: circleCollider.radius = groundRadius; if (animateTime >= animationFrameLength) { toggleCostume(groundState1, groundState2); animateTime = 0; } if (zapTime >= timeBetweenZaps) { zapTime = 0; zapState = electricityState.growingZap; currentZapGrowth = 0; currentCostume = growingZaps[0]; } break; case electricityState.growingZap: circleCollider.radius = growingRadius; if (animateTime >= animationFrameLength) { currentZapGrowth++; if (currentZapGrowth <= 2) { currentCostume = growingZaps[currentZapGrowth]; } else { currentZapGrowth = 0; currentCostume = bigzap1; zapState = electricityState.bigZap; zapTime = 0; } animateTime = 0; } break; case electricityState.bigZap: circleCollider.radius = bigZapRadius; if (animateTime >= animationFrameLength) { toggleCostume(bigzap1, bigzap2); animateTime = 0; } if (zapTime >= timeLengthOfZaps) { zapTime = 0; zapState = electricityState.groundState; } break; } spriteRenderer.sprite = currentCostume; }