public void SetMoveState(LureAction moveState) { if (this.moveState != moveState) { this.moveState = moveState; } }
public void CheckRureMoveGetAppealled() { if (bassState == BassState.Chase) { if (prevMove != LureController.Instance.appeal.moveState) { Debug.Log("Rure changed it's behaviour"); switch (prevMove) { case LureAction.still: if (LureController.Instance.appeal.moveState == LureAction.moving) { //stop and go if (isJustReeling) { isJustReeling = false; } } break; case LureAction.moving: switch (LureController.Instance.appeal.moveState) { case LureAction.still: //go and stop if (isJustReeling) { isJustReeling = false; } break; case LureAction.floating: //cranky dive to float if (isJustReeling) { isJustReeling = false; } break; case LureAction.sinking: //lift and fall if (isJustReeling) { isJustReeling = false; } break; } break; case LureAction.floating: switch (LureController.Instance.appeal.moveState) { case LureAction.still: //crank popper float on suimen if (isJustReeling) { isJustReeling = false; } break; case LureAction.moving: //on suimen move or crank sink if (isJustReeling) { isJustReeling = false; } break; } break; case LureAction.sinking: switch (LureController.Instance.appeal.moveState) { case LureAction.still: //to the bottom if (isJustReeling) { isJustReeling = false; } break; case LureAction.moving: //fall and lift if (isJustReeling) { isJustReeling = false; } break; } break; } prevMove = LureController.Instance.appeal.moveState; } else { } } else { if (prevMove != LureController.Instance.appeal.moveState) { prevMove = LureController.Instance.appeal.moveState; } } }