private void Update()
    {
        ///limit these checks to when the game is actually running
        if (!gameIsOn)
        {
            return;
        }
        if (!enemy)
        {
            anim.SetFloat("Movement", rBody.velocity.x);
        }
        else
        {
            anim.SetFloat("Movement", -rBody.velocity.x);
        }

        if (!enemy)
        {
            if (transform.position.x >= winPosX)
            {
                inputManager.EndGame(WinState.Win);
            }
            if (transform.position.x <= losePosX)
            {
                inputManager.EndGame(WinState.Loss);
            }
        }
    }
Exemple #2
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    private IEnumerator TimerSpriteChange()
    {
        yield return(new WaitForSeconds(stateDuration));

        currentState++;
        audioSource.Play();
        sRenderer.sprite = sprites[currentState];
        if (sRenderer.sprite == sprites[sprites.GetUpperBound(0)])
        {
            print(" Timer Done");
            inputManager.EndGame(WinState.Neutral);
            yield break;
        }
        StartCoroutine(TimerSpriteChange());
    }