void SetMatterState(MaS state, bool canChange) { if (canPhaseChange || canChange) { //if (state != matterState) StartCoroutine (DelayPhaseChange ()); matterState = state; int stateVal; switch (state) { case MaS.liquid: stateVal = 0; GetComponent <CircleCollider2D> ().sharedMaterial = matLiq; rb.constraints = RigidbodyConstraints2D.FreezeRotation; transform.localRotation = Quaternion.identity; break; case MaS.solid: stateVal = 1; GetComponent <CircleCollider2D> ().sharedMaterial = matSol; rb.constraints = RigidbodyConstraints2D.None; break; case MaS.gas: stateVal = 2; rb.constraints = RigidbodyConstraints2D.FreezeRotation; break; default: stateVal = 0; break; } rb.simulated = false; rb.simulated = true; anim.SetInteger ("MaState", stateVal); } }
void SetMatterState(MaS state) { SetMatterState (state, false); }