public void Countdown(float time) { if (currentTime < time) { currentTime += Time.deltaTime; } else { canvas.sackUIrefresh(false); isDisappeard = true; } }
private void OnTriggerEnter(Collider other) { switch (other.tag) { case "Vehicle": onVehicle = true; break; case "Sack": Destroy(other.gameObject); gotSacks++; source.Play(); canvas.sackUIrefresh(true); break; } }