private void Update() { kelloggs.Update(); if (currentShakeIntensity > 0) { transform.position = origPosition + Random.insideUnitSphere * shakeIntensity * Time.deltaTime; //currentShakeIntensity -= shakeDecay * Time.deltaTime; } else if (shaking) { shaking = false; } }
void Update() { _cereal.Update(); }
void Update() { kelloggs.Update(); }