// Function to set up animations on state changes void HandleStateChangedEvent(GameState state) { // Starting state of the game if (state == GameState.Begin) { //Debug.Log("If this is displaying why is there no audio???"); audio.PlayOneShot(music, 0.3f); // Activate AI Instantiate(aiBots[0].gameObject); spawnner.Spawn(batteries); //Randomize battery spawns // DisplayGoal(); // Display Objective } // When Player 2 picks up the first battery if (state == GameState.Battery1) { DisplayGoal(); Instantiate(aiBots[1].gameObject); } // When Player 2 picks up the second battery if (state == GameState.Battery2) { DisplayGoal(); Instantiate(aiBots[2].gameObject); } // When Player 2 picks up the last battery if (state == GameState.Battery3) { DisplayGoal(); Instantiate(aiBots[3].gameObject); } // State for when player 1 wins the game if (state == GameState.P1GameWin) { OnGameOver(1); gameObject.GetComponent <InputManager>().GameOver = true; } // State for when player 2 wins the game if (state == GameState.P2GameWin) { OnGameOver(2); gameObject.GetComponent <InputManager>().GameOver = true; } }