// Use this for initialization void Start() { sprite = GetComponent <SpriteRenderer>(); lazerRange = GetComponent <Collider2D>(); damage = GetComponent <Damage>(); lazorState = LazorState.Dormant; }
public void fireBeam() { switch (lazorState) { case LazorState.Ready: sprite.sprite = warning; lazerRange.enabled = false; lazorState = LazorState.Firing; beamFiring = true; beamDelay = beamDelayMax; break; case LazorState.Firing: beamDelay -= Time.deltaTime; sprite.enabled = true; if (beamDelay <= 0) { lazerRange.enabled = true; beamDelay = 0; lazorState = LazorState.Off; beamFiring = false; beamOff = beamOffing; } break; case LazorState.Off: beamOff -= Time.deltaTime; sprite.sprite = lazor; if (beamOff <= 0) { sprite.enabled = false; lazerRange.enabled = false; lazorState = LazorState.Dormant; } break; } }