public void BailWater() { if (floodController.currentPosition.y < floodController.waterOnDeck.y) { bucketStates.currentState = BucketStates.BucketState.Held; Debug.Log("No water to bail"); return; } else if (floodController.currentPosition.y >= floodController.waterOnDeck.y) { timer -= Time.deltaTime; float inverseLerp = Mathf.InverseLerp(BAIL_TIMER, 0, timer); if (projector == null) { projector = playerController.transform.GetChild(2).transform.GetChild(1).GetComponent <Projector>(); } projector.orthographicSize = inverseLerp * 2.15f; Debug.Log("Bail Timer"); if (timer <= 0) { PS_splash.Play(); floodController.BailWater(); bucketStates.currentState = BucketStates.BucketState.Held; timer = BAIL_TIMER; projector.orthographicSize = 2.1f; projector = null; } } }
public void BailWater() { Debug.Log("Bailed the water"); bucketState.currentState = BucketStates.BucketState.Held; floodController.BailWater(); }