void ShieldState() { switch (the_FFS) { case ForceFieldStatus.Activated: { if (forcefield_up_Time > 0) { forcefield_up_Time -= Time.deltaTime; } else { the_FF_GameObject.SetActive(false); the_FFS = ForceFieldStatus.Recharging; } break; } case ForceFieldStatus.Recharging: { if (time_Recharge < time_Recharge_Needed) { time_Recharge += Time.deltaTime; } else { forcefield_up_Time = forcefield_Time_Span; the_FFS = ForceFieldStatus.Activated; time_Recharge = 0; the_FF_GameObject.SetActive(true); } break; } } }
void ShieldState() { switch (the_FFS) { case ForceFieldStatus.Patrolling: { if (the_BMEC.the_PM != null) { the_FFS = ForceFieldStatus.PlayerDetected; } break; } case ForceFieldStatus.PlayerDetected: { the_FF_GameObject.SetActive(true); if (the_BMEC.the_PM == null) { the_FFS = ForceFieldStatus.PlayerOutOfRange; } break; } case ForceFieldStatus.PlayerOutOfRange: { if (forcefield_Timer > 0) { forcefield_Timer -= Time.deltaTime; } else { the_FFS = ForceFieldStatus.Patrolling; forcefield_Timer = forcefield_Down_Timer; the_FF_GameObject.SetActive(false); } break; } } }