Code translation from C# to Java

Hey guys, I’m trying to work with smoothmoves which is a C# addon. The Author isn’t that familiar with Java so I thought I would turn here for help.

I just want to get one of his examples translated to Java to see how to properly structure some of his smoothmoves syntax.

Thanks for you help

/// <summary>
/// User trigger delegate called when the animation sends a user trigger
/// </summary>
/// <param name="userTriggerEvent">User trigger event passed by the animation</param>
public void UserTrigger(SmoothMoves.UserTriggerEvent userTriggerEvent)
{
        // determine what user trigger was fired

	if (userTriggerEvent.tag == "play swish")
	{
            // play the swish sound
            gameManager.soundFXManager.Play("swish");
	}
	else if (userTriggerEvent.tag == "turn on colors")
	{
            // set the color processing on.
            // this saves us from having to constantly process colors (costly)
            // instead only processing when necessary
	    boneAnimation.updateColors = true;
	}
	else if (userTriggerEvent.tag == "turn off colors")
	{
            // set the color processing off
            // this saves us from having to constantly process colors (costly)
            // instead only processing when necessary
            boneAnimation.updateColors = false;
	}
        else if (userTriggerEvent.tag == "Done Picking Up Weapon")
        {
            // if we are done picking up the weapon, then set the state back to standing
            State = STATE.Standing;
        }
}

C# and Java are very similar when used in Unity , However, idk about what STATE is, it may not compile because Unity won’t be able to find it.

this is the code directly ported from C#, idk how this addon is installed, it may not compile because it doesnt know what SmoothMoves is

 /// <summary>
    /// User trigger delegate called when the animation sends a user trigger
    /// </summary>
    /// <param name="userTriggerEvent">User trigger event passed by the animation</param>
    function UserTrigger(userTriggerEvent : SmoothMoves.UserTriggerEvent )
    {
            // determine what user trigger was fired
     
        if (userTriggerEvent.tag == "play swish")
        {
                // play the swish sound
                gameManager.soundFXManager.Play("swish");
        }
        else if (userTriggerEvent.tag == "turn on colors")
        {
                // set the color processing on.
                // this saves us from having to constantly process colors (costly)
                // instead only processing when necessary
            boneAnimation.updateColors = true;
        }
        else if (userTriggerEvent.tag == "turn off colors")
        {
                // set the color processing off
                // this saves us from having to constantly process colors (costly)
                // instead only processing when necessary
                boneAnimation.updateColors = false;
        }
            else if (userTriggerEvent.tag == "Done Picking Up Weapon")
            {
                // if we are done picking up the weapon, then set the state back to standing
                State = STATE.Standing;
            }
    }