EnumStates

Hello,
i would like to create an Enum state for treasure chest, Default state will be Close since all chest’s are being closed at the begining. Could u please tell me if i am heading the right direction and what is wrong in my code

#pragma strict
//Chest script


enum ChestState { Open, Close, InBetween }												//Enum for tri-state values.

var stateOpen 		= ChestState.Open;													//Chest Open
var stateClose 		= ChestState.Close;													//Chest Close - set as default		
var stateInBetween 	= ChestState.InBetween;												//Somewhere in the process of open or close



function Start () {
	
	//chestState = Chest.ChestState.Close;
}

function Update () {

}

function OnMouseEnter() {
	Debug.Log("Enter");
}

function OnMouseExit() {
	Debug.Log("Exit");
}

function OnMouseUp() {
	Debug.Log("Up");
	if(ChestState.Close) 
		Open();
	else 
		Close();	
}


private function Open() {
	animation.Play();
	ChestState.Open;
}

private function Close() {
	animation.Play();
	ChestState.Close;
}

When you define an enum, you’re really creating a new type of variable that you can make later on, not an instance of an existing type.

//this is a new enum variable type (think blueprint)
enum MyEnum
{
    STATE_ONE,
    STATE_TWO,
}

Once we have defined the new type, we can create an instance of it:

//we use the same structure as we do to define other variables
var myEnumInstance : MyEnum;

Then we can assign a value to our new enum instance:

//we can set it to the values contained within the enum type/blueprint
myEnumInstance = MyEnum.STATE_ONE;

And later on we can test our enum instance to see what its value is/isn’t

if(myEnumInstance == MyEnum.STATE_ONE)
    myEnumInstance = MyEnum.STATE_TWO;

That should provide you with enough understanding to properly implement an enum.