void Update() { if (currentPlayerState < GameManager.levelEvolve) currentPlayerState++; if(!PlayerSprites) PlayerSprites = GameObject.FindGameObjectWithTag("PlayerSprite"); print(currentPlayerState); if (currentPlayerState==0) PlayerState = MyEnumListy.Head; else if (currentPlayerState == 1) PlayerState = MyEnumListy.Legs; else if (currentPlayerState >= 2) PlayerState = MyEnumListy.FullBody; switch (PlayerState) { case MyEnumListy.Head: ActiveSprite = 0; CharacterMovement.Speed = 2.4f; PlayerSprites.GetComponent<Animator>().SetBool("hasLegs", false); PlayerSprites.GetComponent<Animator>().SetBool("hasTorso", false); canJump = false; break; case MyEnumListy.Legs: ActiveSprite = 1; CharacterMovement.Speed = 8f; PlayerSprites.GetComponent<Animator>().SetBool("hasLegs", true); PlayerSprites.GetComponent<Animator>().SetBool("hasTorso", false); canJump = true; break; case MyEnumListy.FullBody: ActiveSprite = 2; PlayerSprites.GetComponent<Animator>().SetBool("hasLegs", true); PlayerSprites.GetComponent<Animator>().SetBool("hasTorso", true); canJump = true; break; default: ActiveSprite = 0; Debug.LogError("Default Switch State, sjekk script"); break; } }
void Awake() { canJump = false; PlayerSprites = GameObject.FindGameObjectWithTag("PlayerSprite"); PlayerState = MyEnumListy.Head; }