public void CrackEgg() { var col = GetComponent <Collider>(); anim.SetInteger("State", 1); //Crak the Egg Animation if (col) { Destroy(col); } if (animal) { animal.State_Force(StateEnum.Idle); var skinnedMeshes = animal.GetComponentsInChildren <Renderer>(); foreach (var item in skinnedMeshes) { item.enabled = true; } animal.SetIntID(Random.Range(1, 4)); //Set a random Out of the Egg animation } OnEggCrack.Invoke(); StartCoroutine(EggDisapear(removeShells)); }
/// <summary>Enables the Zone using the State</summary> private void ActivateStateZone() { switch (stateAction) { case StateAction.Activate: CurrentAnimal.State_Activate(stateID); break; case StateAction.AllowExit: if (CurrentAnimal.ActiveStateID == stateID) { CurrentAnimal.ActiveState.AllowExit(); } break; case StateAction.ForceActivate: CurrentAnimal.State_Force(stateID); break; case StateAction.Enable: CurrentAnimal.State_Enable(stateID); break; case StateAction.Disable: CurrentAnimal.State_Disable(stateID); break; default: break; } StatModifier.ModifyStat(AnimalStats); AlignAnimal(); OnZoneActivation.Invoke(); }