예제 #1
0
        void Update()
        {
            switch (state)
            {
            case LuigiState.AT_FLOOR_1_ARMS_DOWN:
                if (Input.GetKeyDown(KeyCode.Z))
                {
                    state = LuigiState.AT_FLOOR_2_ARMS_DOWN;
                    audioSource.PlayOneShot(movementAudio);
                }
                break;

            case LuigiState.AT_FLOOR_2_ARMS_DOWN:
                if (Input.GetKeyDown(KeyCode.Z))
                {
                    state = LuigiState.AT_FLOOR_3;
                    audioSource.PlayOneShot(movementAudio);
                }
                else if (Input.GetKeyDown(KeyCode.S))
                {
                    state = LuigiState.AT_FLOOR_1_ARMS_DOWN;
                    audioSource.PlayOneShot(movementAudio);
                }
                break;

            case LuigiState.AT_FLOOR_3:
                if (Input.GetKeyDown(KeyCode.S))
                {
                    state = LuigiState.AT_FLOOR_2_ARMS_DOWN;
                    audioSource.PlayOneShot(movementAudio);
                }
                break;
            }
        }
예제 #2
0
 public void ResetState()
 {
     if (state == LuigiState.AT_FLOOR_1_ARMS_UP)
     {
         state = LuigiState.AT_FLOOR_1_ARMS_DOWN;
     }
     else if (state == LuigiState.AT_FLOOR_2_ARMS_UP)
     {
         state = LuigiState.AT_FLOOR_2_ARMS_DOWN;
     }
     else if (state == LuigiState.DROPPING)
     {
         state = LuigiState.AT_FLOOR_3;
     }
 }
예제 #3
0
 public void UpdateState()
 {
     if (state == LuigiState.AT_FLOOR_1_ARMS_DOWN)
     {
         state = LuigiState.AT_FLOOR_1_ARMS_UP;
         audioSource.PlayOneShot(passBoxAudio);
     }
     else if (state == LuigiState.AT_FLOOR_2_ARMS_DOWN)
     {
         state = LuigiState.AT_FLOOR_2_ARMS_UP;
         audioSource.PlayOneShot(passBoxAudio);
     }
     else if (state == LuigiState.AT_FLOOR_3)
     {
         state = LuigiState.DROPPING;
         audioSource.PlayOneShot(passBoxAudio);
     }
 }
예제 #4
0
 void Start()
 {
     state       = LuigiState.AT_FLOOR_1_ARMS_DOWN;
     audioSource = GetComponent <AudioSource>();
 }