protected override void TriggerIdle() { if (_shepherdBehavior.CarryingSheep) { _carryingIdleEffect.Trigger(); } else { IdleEffect.Trigger(); } }
private void EffectUpdate() { lock (this) { if (ActiveEffect.IsSensorDriven && State == TankState.Idle) { IdleEffect.Update(); } else { ActiveEffect.Update(); } } }
private void EffectUpdateFrame() { lock (this) { if (State == TankState.Idle && ActiveEffect.IsSensorDriven) { IdleEffect.Update(); } else { ActiveEffect.Update(); } } }