void Update() { if (state != State.Platform) { if (sprite.flipX) { autoLook.lightsLeft(); } else { autoLook.lightsRight(); } } switch (state) { case State.Auto: //inputEnabled = false; defaultCam = mainCam; autoLook.isOn = true; break; case State.Rage: break; case State.Controlled: //inputEnabled = true; autoLook.isOn = false; movement = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical")); if (((movement.x < 0 && !sprite.flipX) || (movement.x > 0 && sprite.flipX))) { sprite.flipX = !sprite.flipX; } if (inputEnabled && Input.GetButtonDown("ChangePawn") && canChangePawn) { mainScript.ChangePawn(1); state = State.Auto; EnableFollowing(); } if (inputEnabled && Input.GetButtonDown("Fire1") && canPlatform) { AudioManager.instance.PlaySound(sounds[0], transform.position, 0.5f); inputEnabled = false; StartCoroutine(WaitForIn()); state = State.Platform; animator.SetLayerWeight(1, 0); animator.SetBool("isPlatform", true); bCollider.enabled = true; rb2D.bodyType = RigidbodyType2D.Static; for (int i = 0; i < lights.Length; i++) { lights[i].color = Color.yellow; if (sprite.flipX) { lights[0].gameObject.transform.localPosition = new Vector3(-0.163f, 0.08f, -0.03f); lights[1].gameObject.transform.localPosition = new Vector3(0.082f, 0.08f, -0.03f); } else { lights[0].gameObject.transform.localPosition = new Vector3(-0.08f, 0.08f, -0.03f); lights[1].gameObject.transform.localPosition = new Vector3(0.16f, 0.08f, -0.03f); } } } break; case State.Platform: if ((inputEnabled && (Input.GetButtonDown("Fire1") || Input.GetButtonDown("Horizontal") || Input.GetButtonDown("Vertical"))) || reset) { AudioManager.instance.PlaySound(sounds[1], transform.position, 0.3f); animator.SetBool("isPlatform", false); inputEnabled = false; StartCoroutine(WaitForAnim()); } if (inputEnabled && Input.GetButtonDown("ChangePawn")) { mainScript.ChangePawn(1); inputEnabled = false; } if (Vector3.Distance(transform.position, mainScript.playerPawn.transform.position) > distanceToReset && !playingCoroutine) { AudioManager.instance.PlaySound(sounds[1], transform.position, 0.5f); reset = true; inputEnabled = false; bCollider.enabled = false; circleCollider.enabled = false; } break; } }