void CheckForFrogProximity() { if (vectorToFrog.sqrMagnitude <= pickUpDistance) { state = ScoreStarState.BeingPickedUp; } }
void Decay() { if (frog != null) { state = ScoreStarState.Following; } else { ChangeScale(-decaySpeed); if (scale <= decayScaleThreshold) { Destroy(this.gameObject); } } }
void Inflate() { ChangeScale(inflateSpeed); if (scale >= normalScale) { transform.localScale = Vector3.one * normalScale; scale = normalScale; state = ScoreStarState.Waiting; } }