void FixedUpdate() { //If it is this players turn if (active) { switch (state) //Switch states if active { case States.NavMesh: movement.NavMeshMovement(); mouseWheelLocation = 0; hud.stateIndicator.text = "Combat Movement"; break; case States.WASD: movement.KeyboardMovement(); hud.stateIndicator.text = "WASD Movement"; break; case States.MeleeAttack: attack.MeleeAttackMode(); mouseWheelLocation = 1; hud.stateIndicator.text = "Melee Attack"; movement.rb.velocity = Vector3.zero; movement.anim.SetFloat("Speed", (movement.agent.velocity.magnitude / gameObject.transform.localScale.y)); canAttack = true; break; case States.RangeAttack: attack.RangeAttackMode(); mouseWheelLocation = 2; hud.stateIndicator.text = "Mage Attack"; movement.rb.velocity = Vector3.zero; movement.anim.SetFloat("Speed", (movement.agent.velocity.magnitude / gameObject.transform.localScale.y)); canAttack = true; break; case States.Shielding: //Changes the mouse wheel location and tells us which state we are in. mouseWheelLocation = 3; hud.stateIndicator.text = "Shield"; movement.rb.velocity = Vector3.zero; movement.anim.SetFloat("Speed", (movement.agent.velocity.magnitude / gameObject.transform.localScale.y)); //look at the mouse if active if (active) { attack.LookAtMouse(); } //Activates the visable shield if it isn't active if (!shieldActive) { shield.SetActive(true); } break; } //Display the stats for the current state hud.DisplayStats(); addedMana = false; } else { ResetPlayerCombat(); } }