private void Update() { if (manager.gameStarted) { if (stress <= 0) { stress = 0; } if (workingNow != null) { if (stress >= patience && workingNow.machineType != Funcao.MachineType.Rest) { if (!soundStress) { soundStress = true; StartCoroutine(StressSound()); } playerState = PlayerState.Stressing; workingNow.ChangeCharUsing(null); animator.SetBool("isAngry", true); workingNow = null; Debug.Log("CHEGA DESSA MERDA!!!!"); } if (stress < (patience / 10) && workingNow.machineType == Funcao.MachineType.Rest && !spawnBaloooooooon) { StartCoroutine(SpawnLuv()); spawnBaloooooooon = true; } } if (stress < patience) { animator.SetBool("isAngry", false); } if (stress > (patience / 2) && !spawnBaloooooooon) { if (stress > ((patience * 3) / 4)) { StartCoroutine(SpawnRage()); spawnBaloooooooon = true; } else { StartCoroutine(SpawnSweat()); spawnBaloooooooon = true; } } } else { if (workingNow != null) { workingNow.ChangeCharUsing(null); workingNow = null; StopAllCoroutines(); } } }