Created
February 22, 2016 02:12
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using UnityEngine; | |
public class StateMachine : MonoBehaviour { | |
public Transform player; | |
public Transform TargetObj; | |
private bool isPaused; | |
private Renderer myWeapon; | |
public enum PlayerState { | |
ResumeState, | |
PauseState | |
} | |
public enum PlayerWeapon { | |
Banana, | |
Popsicle, | |
Dagger | |
} | |
PlayerState playerState; | |
PlayerWeapon playerWeapon; | |
void Start () { | |
isPaused = false; | |
myWeapon = GameObject.Find("Weapon").GetComponent<Renderer>(); | |
} | |
void OnGUI() { | |
if (playerState == PlayerState.PauseState) { | |
GUI.Label(new Rect(1130, 5, 300, 130), "<size=30>Game paused</size>"); | |
} | |
if (playerState == PlayerState.ResumeState) { | |
GUI.Label(new Rect(1130, 5, 300, 130), "<size=30>Game resuming</size>"); | |
} | |
if (playerWeapon == PlayerWeapon.Banana) { | |
GUI.Label(new Rect(5, 5, 300, 130), "<size=30>Current Weapon : Banana</size>"); | |
} | |
if (playerWeapon == PlayerWeapon.Popsicle) { | |
GUI.Label(new Rect(5, 5, 300, 130), "<size=30>Current Weapon : Popsicle</size>"); | |
} | |
if (playerWeapon == PlayerWeapon.Dagger) { | |
GUI.Label(new Rect(5, 5, 300, 130), "<size=30>Current Weapon : Dagger</size>"); | |
} | |
} | |
void Update () { | |
if (Input.GetKeyDown(KeyCode.P)) { | |
playerState = PlayerState.PauseState; | |
} | |
if (Input.GetKeyDown(KeyCode.P) && isPaused) { | |
playerState = PlayerState.ResumeState; | |
} | |
if (Input.GetKeyDown(KeyCode.Keypad1)) { | |
playerWeapon = PlayerWeapon.Banana; | |
} | |
if (Input.GetKeyDown(KeyCode.Keypad2)) { | |
playerWeapon = PlayerWeapon.Popsicle; | |
} | |
if (Input.GetKeyDown(KeyCode.Keypad3)) { | |
playerWeapon = PlayerWeapon.Dagger; | |
} | |
} | |
void LateUpdate() { | |
switch (playerState) { | |
case PlayerState.PauseState: | |
Debug.Log("Game Paused"); | |
Time.timeScale = 0; | |
isPaused = true; | |
break; | |
case PlayerState.ResumeState: | |
Debug.Log("Game Resuming"); | |
Time.timeScale = 1; | |
isPaused = false; | |
break; | |
}//end of switch(playerState) | |
switch (playerWeapon) { | |
case PlayerWeapon.Banana: | |
Debug.Log("Weapon : Banana"); | |
myWeapon.material.color = Color.yellow; | |
//do stuff | |
break; | |
case PlayerWeapon.Popsicle: | |
Debug.Log("Weapon : Popsicle"); | |
myWeapon.material.color = Color.magenta; | |
//do stuff | |
break; | |
case PlayerWeapon.Dagger: | |
Debug.Log("Weapon : Dagger"); | |
myWeapon.material.color = Color.grey; | |
//do stuff | |
break; | |
}//end of switch(playerWeapon) | |
} | |
} | |
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