public void UpdateJelly(float deltaTime) { if (this.state == JellyState.ObstacleCollisionEffectState) { this.bounceEffectTimer -= deltaTime; if (this.bounceEffectTimer <= 0) { this.state = JellyState.NormalState; } } }
private void OnTriggerEnter(Collider other) { if (other.GetComponent <Finish>() != null) { this.state = JellyState.WinState; } else if (other.GetComponent <Gap>() != null) { this.state = JellyState.LoseState; } }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject.layer == (int)Layers.Obstacle) { this.collisionObstacleOfJellyReaction .OnCollisionEnter(collision.gameObject, this.gameObject, collision); if (this.state != JellyState.NormalState) { return; } this.collisionJellyOfObstacleReaction .OnCollisionEnter(this.gameObject, collision.gameObject, collision); this.state = JellyState.ObstacleCollisionEffectState; } }
public void Reached() { state = JellyState.Reached; }
private void Start() { state = JellyState.Idle; }