// Update is called once per frame void Update() { if (direction == BobDirection.DOWN && !isDelayed) { myTransform.Translate (0, speed * Time.deltaTime, 0); if (myTransform.position.y >= startingPosition.y) { isDelayed = true; newPosition = new Vector3 (myTransform.position.x, startingPosition.y, myTransform.position.z); direction = BobDirection.UP; myTransform.position = newPosition; } } else if (direction == BobDirection.UP && !isDelayed) { myTransform.Translate (0, -speed * Time.deltaTime, 0); if (myTransform.position.y <= startingPosition.y - depth) { isDelayed = true; newPosition = new Vector3 (myTransform.position.x, startingPosition.y - depth, myTransform.position.z); direction = BobDirection.DOWN; myTransform.position = newPosition; } } else if (isDelayed) { delayedTime += Time.deltaTime; if (delayedTime >= delay) { delayedTime = 0; isDelayed = false; } } }
// Update is called once per frame void Update() { if (direction == BobDirection.DOWN && !isDelayed) { myTransform.Translate(0, speed * Time.deltaTime, 0); if (myTransform.position.y >= startingPosition.y) { isDelayed = true; newPosition = new Vector3(myTransform.position.x, startingPosition.y, myTransform.position.z); direction = BobDirection.UP; myTransform.position = newPosition; } } else if (direction == BobDirection.UP && !isDelayed) { myTransform.Translate(0, -speed * Time.deltaTime, 0); if (myTransform.position.y <= startingPosition.y - depth) { isDelayed = true; newPosition = new Vector3(myTransform.position.x, startingPosition.y - depth, myTransform.position.z); direction = BobDirection.DOWN; myTransform.position = newPosition; } } else if (isDelayed) { delayedTime += Time.deltaTime; if (delayedTime >= delay) { delayedTime = 0; isDelayed = false; } } }