void FixedUpdate() { GameManager.GameState gameState = MyGameManager.GetComponent<GameManager>().CurrentGameState; if (gameState != GameManager.GameState.AIMING && gameState != GameManager.GameState.THROWING) { Velocity.Scale(new Vector3(0.98f, 0.98f)); transform.position += Velocity / 60; } }
// Update is called once per frame protected override void LateUpdate() { GameManager.GameState gameState = MyGameManager.GetComponent<GameManager>().CurrentGameState; // I hate C# // I know I'm doing this wrong // But I still hate C# if (gameState == GameManager.GameState.AIMING || gameState == GameManager.GameState.THROWING) { rockOffset = new Vector3(-0.7f, -0.05f); base.LateUpdate(); } }
// Update is called once per frame void Update() { if (paused) { return; } GameManager.GameState gameState = MyGameManager.GetComponent <GameManager>().CurrentGameState; if (gameState == GameManager.GameState.SWEEPING) { float maxSweepOffset = 0.4f; Vector3 offsetDelta = new Vector3(0f, 0.03f); if (Utils.GetKey_Up() && SweepOffset.y < maxSweepOffset) { SweepOffset += offsetDelta; } if (Utils.GetKey_Down() && SweepOffset.y > -maxSweepOffset) { SweepOffset -= offsetDelta; } if (Utils.GetKey_Confirm() || broomAnimate > 0) { if (broomAnimate == 0f) { if (Utils.GetKeyDown_Confirm()) { singleSweepSource.Play(); } else { multiSweepSource.Play(); } } broomAnimate += 0.6f; } if (broomAnimate >= 2 * Mathf.PI) { broomAnimate = 0; } Broom.transform.localPosition = baseBroomOffset + new Vector3(0f, Mathf.Sin(broomAnimate) * 0.15f); } else if (gameState == GameManager.GameState.WATCHING) { if (Broom.GetComponent <SpriteRenderer>().color.a > 0) { Broom.GetComponent <SpriteRenderer>().color -= new Color(0, 0, 0, 0.05f); } else if (GetComponent <SpriteRenderer>().color.a > 0) { GetComponent <SpriteRenderer>().color -= new Color(0, 0, 0, 0.05f); } } }