// ====================================================================================== protected override void UpdatePhase() { base.UpdatePhase(); if (m_state != m_stateMachine.State) { m_state = m_stateMachine.State; switch (m_state) { case PlayerStateMachine.eStates.Attack: switch (m_stateMachine.HandWeapon) { case PlayerAttack.eWeapon.Fists: SoundMgr.PlaySoundEvent(SoundMgr.eSoundEventType.FistAttk); break; case PlayerAttack.eWeapon.Saber: SoundMgr.PlaySoundEvent(SoundMgr.eSoundEventType.SaberAttk); break; case PlayerAttack.eWeapon.Pistol: SoundMgr.PlaySoundEvent(SoundMgr.eSoundEventType.PistolAttk); break; } break; case PlayerStateMachine.eStates.Dashing: SoundMgr.PlaySoundEvent(SoundMgr.eSoundEventType.Dash); break; case PlayerStateMachine.eStates.Dead: SoundMgr.PlaySoundEvent(SoundMgr.eSoundEventType.Death); break; } } }