using System.Collections; using System.Collections.Generic; using UnityEngine; public class OLD_StateController : MonoBehaviour { // this is mostly a placeholder for making the programmer HUD work properly // something like this will be needed later but like with real variables public bool canTrumpet = true; public bool canTambourine = true; public bool canClarinet = true; public bool canCymbal = true; public enum PlayerStates { Idle, Running, Jumping, Falling, TrumpetJumping, TambourineThrowing, SpiderGrappling, ClarinetDiving, CymbalParrying, } public PlayerStates currentState = PlayerStates.Idle; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Q)) { canTrumpet = !canTrumpet; print("Q"); } if (Input.GetKeyDown(KeyCode.W)) { canTambourine = !canTambourine; } if (Input.GetKeyDown(KeyCode.E)) { canClarinet = !canClarinet; } if (Input.GetKeyDown(KeyCode.R)) { canCymbal = !canCymbal; } if (Input.GetKeyDown("1")) { currentState = PlayerStates.Idle; } if (Input.GetKeyDown("2")) { currentState = PlayerStates.Running; } if (Input.GetKeyDown("3")) { currentState = PlayerStates.Jumping; } if (Input.GetKeyDown("4")) { currentState = PlayerStates.Falling; } if (Input.GetKeyDown("5")) { currentState = PlayerStates.TrumpetJumping; } if (Input.GetKeyDown("6")) { currentState = PlayerStates.TambourineThrowing; } if (Input.GetKeyDown("7")) { currentState = PlayerStates.SpiderGrappling; } if (Input.GetKeyDown("8")) { currentState = PlayerStates.ClarinetDiving; } if (Input.GetKeyDown("9")) { currentState = PlayerStates.CymbalParrying; } } }